Author Topic: Effects  (Read 2665 times)

Offline djinn

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Effects
« on: 06-03-2010, 18:03:58 »
Some effects that keep coming to me as something FH2 could really, really use:

1/ Larger plumes of smoke that shoot more foward when tanks fire  
Gives tanks that extra awesomess. Smoke should be the tell-tale sign of a tank firing from range and from concealment such as hedgerows. These things weren't snipers, you could tell from the smoke once the tank fired. Such smoke should also add to the confusion in a desert combat

2/ Dust flying
And I mean in all things.. ie. A bullet smacks a wall next to you, more dust flies off than currently exists. You see it in war footage when say an mg is firing at a position, you see ALOT more flying off - Also, it is is sometimes impossble to see a near miss in FH2 save for some specs of dirt and the hole if you are observant enough. Apart from dissorientation, dust fliying off is one thing that clearly makes one duck

Apart from impact dust from walls, dirt kicked up by bullets of all kinds need to increased in size. A plane using mgs on the ground should kick up alot of dust, as should everything else, from a rifle to an mg.. higher plumes, please

An AP shell that hits the ground currently causes enough of a dust-rise, but perhaps it could be slower to settle (Something I see all the time since my PC is so  slow)

Shell and bullet whizzes
I really don't get why the devs don't consider this worthwhile. I play FHSW ever so often and the one thing that gets me, once the FHSW soundpack is in place (0.3b), is the whizzes that tell you to get the fuck down. This also exists in all mods for BF2 SAVE for FH2. The sonic boom or whip sound really shouldn't replace everything you should hear.

Planes make a cartoony sounding bomb-drop which really should be no noisier than a mortar shell falling - If even - And mortar shells are, I think, a tad too quiet to cause the effect they should - These really should be considered for revision.

Shells from tanks, but especially howitzers and the 88 should make whizz sounds - Not only when they fly by, but when they are incoming. Again, the devs might want inspiration or 'extra faith' from the FHSW soundpatch to be convinced. The 88 airborne shell had a particular sound that the allies could recognize. A bit of research might be needed to get it right - Just get reference form what war vets say and try to use imagination to fill in the blanks. Other shells should reflect the gun calibre by the sound the make when inbound or airborne.

Explosions and cannon etc
Explosion sound at range should be somethine echo-ey. Like the nicest of the sounds you hear in El-Alamein's distant combat sounds.. ie the explosions. Also FHSW soundpatch has a good example of distant explosion sound which could give hints to what I mean

I think the 2.0 distant sound for the 88 might find use for the 88 at extremely long ranges - Currently it is simply the same sound, greatly quited. Same goes for 76mm and Tiger tank cannon - But it clearly needs more umph and reverberation afterwards for this to work

Plane engine sounds could also be increased in 3rd person and lengthened in distant so that a plane can be heard from long range

The Stuka horn - Been suggested countless times. Please, devs, communicate to us if that is really it cuz I don't have enough real life refs, but I've never been too impressed with what it sounds like currently

Plane mgs should also be given more umph... At least as much as tank mgs (German tank mg34s) and the Allied tanks really need revamping. The .50cal could use more body, not as jarring as PR (god forbid), but closer to that. The .30 cal could be an improved version of FH1's with more metal (Recall the Shermans that stopped the counter-attack in Band of Brother's Carentan? Not exactly that, but the strength of the .30 cal and its echo were nice). The British ones simply need to be a tad louder and with more reverb.

Same for all rifles... Some guns are perfect with their reverb.. but pistols (Especially the revolver and American's) could be almost as loud as rifles and with reverb. most rifles need reverberation too - And rebalancing. The No. 4 is bloody loud compared to everything else and its reverb is more of part of the sound than echo-sounding. Mgs simply need reverb, and the British heavy mgs could do with a bit more umph and definitely reverberative echo. A real gun sound would be less of a bang and more of a boom - FH2 doesn't need to make them that loud, but they definitely could make them more representative

A good reference is also Red Dragon.. I wish I had a link. There's a point where Edward Norton is teaching his wife how to shoot. The sound of the pistol really stood out compared to most others.

Also again, tank cannons NEED to be louder than rifles otherwise they don't do justice to the vehicle nor do they do justice to that lovely distant cannon blast sound introduced in 2.25.

Animation
Just a few animations that can really be fixed: third person animation on howitzers. I really don't think the player needs to sit on the gun (ref: BF2s Eve of destruction)
Animation for mgs where the player just moves his hand rather than his whole body to stay aiming behind the gun such as the chevy shot-gun position (Ref: BF2 vanilla).
Animations where the player model's arms crisscross into his chest or through each other... same chevy as well as some stationary mg positions, like that atop the m5a1.. Also, is it possible to have the whole body reverberate slightly, or at least the head, or helmet.. if that's not asking too much - But it will be tres cool if it could happen.

*Is there a way of having dirt fly in Normandy instead of dust that is so similar to that of North Africa - Can terrains have different dirt animations and colour? cuz, even for heavily grassy areas, and even sometimes rainy areas, the animation is tad too dry. Also for the rain, any change of having the player models shiny, perhaps using the lighten abondoned before 2.0 cuz it makes the rain effect more believable.

These are ofcourse only suggestions. I would really not want some stupid fanboy to come tell me, why don't I do them myself or the devs have something more important things to do. Again, suggestions - Certainly suggestions I would really like the devs to carefully consider as these affect gameplay ALOT, but its up to the devs to prioritize what needs to be done and what doesn't.

I did notice something that Lobo was right about and that I was very wrong about - FH2 sound effects, for the most part are alot better in all sense than FH1.. Even the sound of dirt as it explodes is better in FH2.

I really wish the devs would respond to this post. Recently I'm getting alot more of a feel that they are going about FH2 in the fashion of a commericial game and our imputs fall on deaf ears until people start complaining about them after a release, them MAYBE, they will be changed... A year and a half later by the NEXT release... Immediate feedback rather than having to wait for a new version is a lot better I think. that way we can iron out the creases and get a mod release that everyone loves.



« Last Edit: 06-03-2010, 18:03:26 by djinn »

Offline sn00x

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Re: Effects
« Reply #1 on: 06-03-2010, 18:03:42 »
vanilla bf2 got some hot mg anims, so i support it!  ;D

Offline THeTA0123

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Re: Effects
« Reply #2 on: 06-03-2010, 19:03:53 »
Some effects that keep coming to me as something FH2 could really, really use

Quote
1/ Larger plumes of smoke that shoot more foward when tanks fire  
Gives tanks that extra awesomess. Smoke should be the tell-tale sign of a tank firing from range and from concealment such as hedgerows. These things weren't snipers, you could tell from the smoke once the tank fired. Such smoke should also add to the confusion in a desert combat
I laike. Fireflies and Panthers where know to kick up massive smoke/dust

Quote
Shell and bullet whizzes
I really don't get why the devs don't consider this worthwhile. I play FHSW ever so often and the one thing that gets me, once the FHSW soundpack is in place (0.3b), is the whizzes that tell you to get the fuck down. This also exists in all mods for BF2 SAVE for FH2. The sonic boom or whip sound really shouldn't replace everything you should hear.
wassent the shell wizz impossible to do?



-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline Captain Pyjama Shark

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Re: Effects
« Reply #3 on: 06-03-2010, 19:03:05 »
I was just watching the Longest Day, and the dust when hit by bullets effects are really cool.

Offline djinn

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Re: Effects
« Reply #4 on: 06-03-2010, 19:03:36 »
It's even cooler in war footage (Including that in the FH2 background), just so no one cries 'Hollywood effects'. There's something surreal about the dust that flies off stuff when hit by plane mg, normal mgs or those from tanks...

One thing that could be added, slightly is increasing 'smoke' that comes along with dust from a buiding.. I'm taking a really small amount... but one that increases with succesive shots to the point where you get a small 'cloud of dust' - It shouldn't last more than 1/2 a second or 1 second, but it will make for dissorientation if you are in a building being shot up by mgs or a whole squad


Offline Ts4EVER

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Re: Effects
« Reply #5 on: 06-03-2010, 20:03:31 »
There is a really awesome feature in FH2 that almost noone knows about: bullett ricochets. And I'm not talking about the usual graphic effect you get when you hit a Mathilda with a PzII. Real ricochets, that even do damage after deflecting. I always wondered why they didn't work for tracers like in RO. That always looks spectacular.

Offline Slayer

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Re: Effects
« Reply #6 on: 06-03-2010, 20:03:44 »
Hey Djinn, those are some good suggestions, but I think the mod needs a balance between immersion and performance. All the effects considering dirt or smoke put more load on performance, which is for some players already on the limit of their possibilities (remember Cagny).

So while I support your suggestions, some of them will not, or not fully be implemeted, because they will cause too much trouble for the performance.

Offline djinn

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Re: Effects
« Reply #7 on: 06-03-2010, 20:03:41 »
I appreciate that fact... but some of these are actually not as big as seems

For starters, alot of 'effects' are actually 2d sprites(sp).. correct me if i'm wrong so its simply about making a smaller spr.. whatever a tad bigger, perhaps making the sound effect of it more audible also

Then ALOT of those effects are really sound changes - The ones I'm most particular about ARE infact sound changes, since I've always considered sound one of, if not the biggest factor to immersion - And the suggestions are to aid that

That said, such effects such as the tank smoke are uber-effects as you fear, but I feel a few of those in... Specifically THAT (Tank cannon smoke), would be worth the sacrifice... with others toned down a bit... like the way volumetric smoke from destroyed vehicles is now...well, less volumetric

Offline Remick04

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Re: Effects
« Reply #8 on: 08-03-2010, 20:03:50 »
Hey, Djinn just wanted to say that I know you are one for editing files for a better singleplayer experience... and there is a fairly easy way to get the standard BF2 'bullet whizz' into your FH2 experience...

First go into the 'bf2' folder under 'mods' and open the 'common_client.zip'. In their open the 'Material' folder then the 'Bullet-Fly-By' folder and you'll find all the .wav files for the whizz sound effects in standard BF2. Copy all of them (or just the ones you want to use if you're going to be picky).

Then go to the 'fh2' folder under 'mods' and essentially do the same thing. Open the 'common_client.zip' go into 'Material' then 'Bullet-Crack' and add the Flyby.wav files you copied.

Once you have the 'Flyby' sound effects in the 'Bullet-Crack' folder, open the 'common_server.zip' in 'fh2' and again go under 'Material' and open the 'ImpactSounds.con' in Notepad. Scroll down until you find the 'RICOCHET' section (about halfway down the file) and then go to the 'BULLET FLYBY' sub-section. You have to edit the 'ObjectTemplate.soundFilename' line to include the new .wav files you added to the 'Bullet-Crack' folder. So if you added 'Flyby_01.wav' add the phrase 'Common/Material/Bullet-Crack/Flyby_01.wav' to the 'ObjectTemplate.soundFilename' line... Do that for each of the 'Flyby.wav' files you put into 'Bullet-Crack' with a ',' separating each phrase and you could have the standard BF2 'bullet whizzes' in game.

I have it set up to have both the ‘bullet cracks’ of FH2 and the ‘bullet whizz’ of BF2 and its quite the thrilling experience being shot at with the mixture of ‘whips’ ‘zips’ and ‘snaps’. I understand the Snaps are more realistic, but they’ve always take me out of the experience in FH2… and FH2 for me is just as much about the experience as it is the authenticity. And I think having both the ‘whizzes’ and ‘snaps’ is a good compromise and defiantly adds to the immersive experience and soundscape of the battlefield.

I primarily play offline and only intended on the change being for my own use. So, I doubt the change will work for anyone who plays online, but I wanted to share the idea in hopes that the devs might consider it for future releases... please =)

Offline djinn

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Re: Effects
« Reply #9 on: 09-03-2010, 10:03:56 »
Thanks alot Remick04. Will try that out. I'm touched you notice my dealiings in the forum. Coupled with my FH1 Stuka divehorn sound that I used to replace the Fh2 one. I think I'm on my way to creating a FH2 Black edition :-)

Any other words on the suggestion. I feel a conspiracy that people left this thread to die so quickly

Offline Battlefieldfan45 (CroPanzer)

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Re: Effects
« Reply #10 on: 09-03-2010, 11:03:17 »
There is a really awesome feature in FH2 that almost noone knows about: bullett ricochets. And I'm not talking about the usual graphic effect you get when you hit a Mathilda with a PzII. Real ricochets, that even do damage after deflecting. I always wondered why they didn't work for tracers like in RO. That always looks spectacular.
Rifle granades ricochet of armour  :o
Just found out that yesterday

 
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Offline djinn

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Re: Effects
« Reply #11 on: 09-03-2010, 13:03:14 »
And if you hit the panther with a shell at its lower section and it ricochets it ploughs into the ground

With bullets, you hear this PING sound which is so cool, but rarely happens unless you are under withering fire and taking cover behind whatever is taking the brunt of it

Offline Tedacious

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Re: Effects
« Reply #12 on: 09-03-2010, 17:03:33 »
riflegrenades also richochet from the ground
I see were you are trying to reach: "how can a 17 year old kid have such a thinking like this? why doesnt he wants to be like normal teens who whana get rich? and his plan actually makes sense, but is too damn revolutionary and good at the same time than is still doubthfull if it works..." - Damaso

Offline Ionizer

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Re: Effects
« Reply #13 on: 09-03-2010, 20:03:47 »
riflegrenades also richochet from the ground

Yes, but they do it rarely.  The German HE Rifle Nade (Africa) ricochets the most often.
 

Offline djinn

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Re: Effects
« Reply #14 on: 09-03-2010, 21:03:49 »
And off surfaces. I was hiding behind a bolder once and saw a squad approaching so I launched a genade but due that silly 'there-is-more-to-the-edge-of-objects-than-meets-the-eye' BF2 thing, it ricocheted off and blew up somewhere else

So that covers ricochets, we KNOW they exist and are in use... enough said