Zakyrus's High-Definition Sound MOD

Notice: This is the last version of the sound mod FOR NOW... I will get to this again in a while. I began to work on the Ultra-Scariness mod...

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Notice: This is the last version of the sound mod FOR NOW... I will get to this again in a while. I began to work on the Ultra-Scariness mod(which is going quite well). If anyone wants to send me sound effects to add for the random sound part of the mod, then please send to my e-mail(listed at the bottom of this text).

Description: Here it is atlast! Just what everyone has been waiting for and few have thought to create. I have enhanced the sound effects for all voices, cinematics, and much, much more! In all cinematics you can hear footsteps sounds, environment sounds, and everything else alot better. Also, keep in mind that if you check out the sounds, you'll notice that some have been "replaced" with silence. Don't worry, the now "silent" sounds have taken and have been mixed into other sounds that are louder and can be heard better. This is a hacky way of doing it, but for those that can't have multiple sounds running at once it's a blessing. Besides, you still hear the same sounds(and more!) when you are supposed to anyways because it technically is still playing the same sounds. Trust me, no matter what sound card you have, I hope you like the effect.

Fixes from 0.6b *removed the horrible echo-doubling effect in many voices(sorry again, non-EAX users. I know you loved it because you got echo effects without needing EAX.) *fixed a bug where people mysteriously vanished from mars_city1 *added better glass bullet_impact sounds *added the player.def file needed for material footstep sounds. (Yay!) *added the materials folder for footsteps surface definitions, this has ALMOST EVERY material defined to a surface, so if you need this for your mod, go ahead... (the shiny tiles material code definition part is from the GTX mod. I didn't take it out of my experimental materials because it looks badass. So thank you Gyppi of GTX mod or whomever in that mod group made that effect.) *more teaser features from my ultra-scariness mod (see below in the 'Bonus' section)

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Zakyrus's High-Definition Sound MOD:
version 0.666b

Notice: This is the last version of the sound mod FOR NOW... I will get to this again in a while. I began to work on the Ultra-Scariness mod(which is going quite well). If anyone wants to send me sound effects to add for the random sound part of the mod, then please send to my e-mail(listed at the bottom of this text). 

WARNING:
This mod runs best with an EAX compatable sound card. I originally tried to make this mod compatable for all sound cards by adding echo/distortion effects to all voice sounds. This worked well for those that didn't have EAX, but anyone using an X-fi card had problems with doubling of echo. I sincerely apologize to all of those that had 'lesser' sound cards and loved the previous version of this mod. You card will still work with this but any special effects(such as echo) are removed. However, I *may* release an addon(or downgrade?) for this mod with the special voice sounds. BTW, if these sounds are "terrible" for you in this version, then you're lying. Also, I had to put in my complete materials files which I went through a while back and gave every material a surface_type. This was a pain in the ass to do, but works wonders for footstep sound effcts and bullet particles depending on surface. (Bullet particles NOT included... that will be in my other mod) Note: as a "side-effect" of having to put materials files in, the decals(explosion burns, bullet holes, blood) lasts for 1 hour. It doesn't really matter anyways, I'd expect most people to get this for the sounds only for use in their own mods... but whatever you fancy. 


DISCLAIMER:
You use this mod at your own risk, I am not at all responsable to anything that happens to your computer, your brain, your soul, or your sanity after using/playing with this mod(nothing is going to happen, just covering my ass). This mod MAY be distributed as long as this file is included with it and this file and the mod remains unchanged. If you would like to use this mod in whole or any part of it; you MAY as long as you give me credit somewhere in your readme file.



Fixes from 0.6b
*removed the horrible echo-doubling effect in many voices(sorry again, non-EAX users. I know you loved it because you got echo effects without needing EAX.)
*fixed a bug where people mysteriously vanished from mars_city1
*added better glass bullet_impact sounds
*added the player.def file needed for material footstep sounds. (Yay!)
*added the materials folder for footsteps surface definitions, this has ALMOST EVERY material defined to a surface, so if you need this for your mod, go ahead...
  (the shiny tiles material code definition part is from the GTX mod. I didn't take it out of my experimental materials because it looks badass. So thank you Gyppi of GTX mod or whomever in that mod group made that effect.)
*more teaser features from my ultra-scariness mod (see below in the 'Bonus' section)



Fixes from 0.5b
*fixed the footsteps sounds
*reduced the amount of echo in sounds where it was too excessive (there are still a few that   may need to be balanced)
*add muffled sound effect for the guy who does the bioscan


Description:
Here it is atlast! Just what everyone has been waiting for and few have thought to create. I have enhanced the sound effects for all voices, cinematics, and much, much more! In all cinematics you can hear footsteps sounds, environment sounds, and everything else alot better. Also, keep in mind that if you check out the sounds, you'll notice that some have been "replaced" with silence. Don't worry, the now "silent" sounds have taken and have been mixed into other sounds that are louder and can be heard better. This is a hacky way of doing it, but for those that can't have multiple sounds running at once it's a blessing. Besides, you still hear the same sounds(and more!) when you are supposed to anyways because it technically is still playing the same sounds. Trust me, no matter what sound card you have, I hope you like the effect. 

This mod should have little to or no compatability issues with any other sound mods. This is for those of you who like to use weapon and monster sound mods. However, may eventually add my own realisic weapon sounds to this. If you still want to use your own weapon sounds you see the section below.




Installation:
Simply put into your Doom3/base directory. If a pak008.pk4 already exists, rename it to pak009.pk4, or pak010.pk4 and so on. (I will have a custom mod folder soon, but the SDK compiled parts aren't done yet ;)

If you are using another custom sound mod(such as Trent Reznor's Sound mod) then rename that mod to be one number higher than this one. If this is pak009.pk4, then name Trent's to pak010.pk4. The game reads the pak files in order of number, and if it finds the same named file in another pak, it will use the file of the highest pak number. So if there was a sound/death.wav file in pak008, pak009, pak010 it would skip the first two and use pak010's sound. I am sorry if it seems like I'm typing this to a 5 year old, I just want everyone to understand this. Therefore, I aplogize if I seem redundant to many.



FEATURES:
These are just a few examples, there are many, many more)

(new) All voice sound effects are converted from mono to stereo. (You might not always notice the difference, but it's there.)
-- In Mars_City1 you can hear the guards' reaction to the flailing zombie in the infirmiry.
-- Imps won't scream at you EVERY time they throw a fireball. (YAY! THE ANNOYANCE IS GONE!)
--Zombie sound effects are replaced with Resident Evil 2 zombie sounds.
--Headless zombie sound effects have a gross gurgling sounds (thanks to my mic. and Mt. Dew!)
--Anytime you hear someone getting brutally torn apart, I mixed in monster sounds, monster attack sounds, bloodsplat sounds, and corpse being dropped on the ground.... and more screaming of course!
--Monorail level: "Turret guns online & offline" sounds volumes reduced (they were rediculously loud before)



Some cinematic fixes:
--Mars City Underground- the invasion cinematic sounds are much scarier!
--Enpro beginning Cinematic- You can hear all npc sounds much better.


Misc Glitch fixes:
--In Monorail Skybridge cinematic, the revenant shoots a rocket at a metal beam and the beam breaks BEFORE the rocket explodes, this has been fixed.


Bonus:
(new) Spawn decals BURN into the floor and last 1 hour!
-- Imp jumping animation cycle tweaked so it looks AWESOME when an imp jumps at you, see for yourself! It looks like a f**king velociraptor is trying to jump on you!



My sound card settings:
I decided to put these here in case your EAX config is different than mine. Sometimes that makes a huge difference in sound quality. These work pretty well for me. If you know of something that works better for you, I'd like to "hear" it. :)

SoundBlaster XtremeMusic X-fi
  set to Game mode
  SVM is ON
  EAX effects are set at 5.0 db
  CMSS3D & Elevation filters are ON
  24-bit crystalizer is at 100%



Please e-mail me at: Zakyrus_Omega@yahoo.com if you find any bugs, glitches, sounds that are rediculously loud or quiet, things I forgot to fix, comments, or any suggestions. If you find something that you don't like please let me know in detail so that I can make it better. Please don't send any flames like "the sounds suck or whatever", please be descriptive on which sounds need improvement. Also, if you don't like it, then you don't have to play it. ENJOY!


Credits:
Gyppi from GTX mod for the tile shininess shader
JC_Denton for a few sounds





Coming (not so soon, but still soon):
Zakyrus Ultra-Scariness Mod! With randomized monster events, randomzied visions and hallucinations... and more! ...This might take a while, I plan to have this released before X-mas of 2006. But I may release a small test version before that!


-Until next time...
-Zakyrus (a.k.a. "Deus")

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Zakyrus


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Registered 11th July 2006

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