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Messages - Sgt.Robharts

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1
Modding / Re: BringWar sound modification for FH2
« on: 22-12-2018, 20:12:35 »
Hi everyone,

I must say, I'm surprised that my contribution isn't dead in the abyss of that forum!

Thank you SGT.Alex for your kind words, and to others to have interest in looking at it a little bit deeply.

I have to say that as I'm not a sound engineer and don't have any qualification in this, this is amateur work.

About sources, the only recording I made is the jeep and sherman engine, as in Normandy, we have hundreds if not more jeep rolling around the bocage in between may and june, each DDAY anniversary.

For the vocal part, it's actually from Watchtower sound mod, I forgot to delete it as I was trying to understand how to have custom one working, this is a mistake.

For the guns, they're in fact from non-copyrated videos of guys shooting guns, and then I added a bass sound and a mechanical sound too.

Those two sounds were from only one sound mod that was for Combat mission: battle of normandy, that was ok to use. I modified only those by playing with the EQ in Reaper to make some differences.

This is the same approach for the Tank guns, but this was a different sound mod free to use but I forgot which one…

The sad part could be the plane engine and tanks… Planes are from IL2 STURMOVIK sound mod but I don't recall if it was NCR or not. And tanks were each one from Men Of war Assault Squad 2 sound mods, and as many of those soundmod or gameplay modifications or even maps add sounds to have the ambiance working, I lost track of what I've found and done.


I ended working on it, since my test version of reaper, ad most importantly, Cool Edit Pro 2.1 (for the loop thing, called cue points if I remember correctly) have ended, I can't do anything more, apart downloading a cracked version, but this is not my type of thing.


As said previously, this pack needs some work to be as close as possible to good at least. This is free to use and modify, free for the devs if they want to pick something in it or whatever.


I totally understand the issue of knowing the sources, and as this was at the beginning only for me and a friend, I didn't keep track of where I found the sound for sure. There is no list of such thing. But I knew this could be a problem even for a free mod like FH2 and I tried my best.


I bought a former pig house, transformed in a house here in the bocage near La Haye du Puits, and I'm not going to play FH2 for a long time.

I hope people who likes this pack, will continue to and even more, will enhance it. I'm not too optimistic about making it official even though, FH2 sounds are "old", never been too updated and this was the reason why I tried to manage something that would keep me in the mood of playing it.

Have a good time,thanks for the interest, and may FH2 live for the longest time possible, historical accuracy is awesome in this mod (Omaha and Pegasus are the best!)

2
Modding / Re: BringWar sound modification for FH2
« on: 01-08-2018, 16:08:12 »
Ah... When i click on the first link, it sends me to the good cloud page.

Second leads to the same cloud page of Mega.nz but is menant to be safer with a Key (password).

If anyone encountered troubles, please tell me.

3
Modding / Re: BringWar sound modification for FH2
« on: 21-07-2018, 18:07:20 »
Should be good now

5
Modding / Re: BringWar sound modification for FH2
« on: 20-07-2018, 14:07:36 »
Oh...

I'll see what I Can do ;)

6
Modding / Re: BringWar sound modification for FH2
« on: 19-07-2018, 18:07:25 »
Well,

I've been working on it since my last message,

New version is uploaded on my link on MEGA.NZ.

I reworked:

Suppression sounds
Some distant sounds
Changed Crusader, Cromwell and Churchill tanks engines to vanilla
Reworked every handheld weapon and MGs, as well as Tank shooting sound from 1st person.
Modified turrets rotation system sounds (manual, hydraulic and electric)

Things i'd like some info:
Can't find a way to change the BF109 TROP engine sound, quite annoying.
Can't find a way either to change every RU tank engine sounds.

If someone could help me, would be appreciated!

Hope you'll enjoy it, it's not perfect and everyone is free to upgrade it to have it to his taste.

See you!


7
Hi there,

I had your amazing textures for a while, but now the Community Updater seems to not even know your work…

I tried to upadte the Community Updater but in vain since he asks for an emergency link or some sort…

Someone can help me? :(

8
Modding / Re: BringWar sound modification for FH2
« on: 10-06-2018, 20:06:01 »
Hey guys, sorry for answering this late. I took a break of gaming.

I'm back since the release of the update for fh2

And now i read your messages.

So thank you for your kind words, and Blander, i didn't work on the ponts you highlighted.

Thank you for showi g me the livestream of GermanSoldat, I was happy to see someone using it.

Nevertheless, in my game, I don't hear the same sounds than him. I've got. No moaning dying sounds, not the same tank engine, or rifle sounds... He maybe have modified some, which is fine, i actually like those.

9
Suggestions / Re: Removing SL spawn
« on: 03-02-2018, 18:02:28 »
Well...

I don't know if 10 was just a way to say a lot or if it was effectively 10 years ago.

But anyways, he has played the mod a few times from what I seen in the killfeed and he actually has a point we can discuss on SL spawn points, and he's right, this is a thing that never changed.

He's not a hater because he'd have played the.mod like twice 10 years ago and then get back on it earlier this year.

He's not telling lies.

You can have your opinion by just playing one round.

To be honest, FH2 is the only ww2 shooter that matches my conception of it. Since no game has been released to compete it, I'm playing it sometimes, and it doesn't mean that I like everything about  it, that there's nothing I would like  to see changed. Once new tiles will be released such as PostScriptum and Hell Let Loose, I'm pretty sure I won't go back on FH2 except for nostalgia I guess :)

But no offense, FH2 is a great great mod, a lot of work has been put to it. That's just that time goes by.

10
Gaming / Re: PostScriptum : The Bloody Seventh
« on: 03-02-2018, 16:02:08 »
Well I enjoy realistic games where staying alive means not to have to spawn far away and re do everything from the get go.

This is the difference between fast paced (FH2) where you spawn almost directly into the action and your life isn't that important and slow paced ( PS) where loosing a squad member means a lot and actually stop the squad advance. You actually look your environment, try to stay under the radar like real soldiers do. And I think the sound design of PS is actually enhancing this state of mind. You can almost smell the powder in the air.

11
Suggestions / Re: Removing SL spawn
« on: 03-02-2018, 16:02:21 »
Jan, no need to disqualify what Blander thinks because he would have not played the game long enough on your opinion.

For my part, I played FH2 for a long time with 2 accounts since I had a real conflict with Odium and didn't want to be blacklisted.

But even if I hate SL spawn and really thinks it's not corresponding to the spirit of the game, I keep coming once and a while to play a few rounds because I live the ambiance and the work done on this mod. There is simply no WW2 shooter that complete and that realistic in terms of map design and material, and big point, one shot (mo of the time) one kill that's important too.

And if you want to know what I'm thinking really. I think Devs are not Superman's and have a life, and better things to do in term of developing the mod than to rethink the gameplay.

Same goes with admins on 762, spawnkilling has been allowed to allow admins to play more than enforcing almost constantly.

There are choices to be made, but are they to be written in stonds, I don't think so.

12
Gaming / PostScriptum : The Bloody Seventh
« on: 02-02-2018, 23:02:55 »
Hey there,

I'm surprised, no topics were made for this upcoming title.

PostScriptum : The Bloody Seventh is a tactical FPS with manned ground vehicles from jeep to tanks.

It will have 3 gamemodes (Stratagem, Offensive and Sandbox), 5 maps (a total of 140km²) and a very good amount of assets, (50 vehicles and 30 weapons).

Also, do note that cannons are operated with only keyboard WASD and use real rate of rotations, one fast and one for precision adjustments.

Spitfires (gun run) , Mosquitos (bomb  run) , BF109 (gun run) and Stukas (bomb run) are called by the commander and are Off Map assets.

The game is based on the events of September 1944 during Operation Market Garden since this particular theater is not really much represented in games.

The maps will be the recreation of real terrain, each field designed was an actual field back then. The city of Arhem will be released also.

The engine of the game is from Squad but is standalone and will most likely represents other theater (if the game is sucessful) such as North Africa, Ostfront or Normandy in their future episodes since The Bloody Seventh is the first one.

But enough said, as images and videos are the best to show off a video game, I link you some gameplay of the closed alpha playtest of this month and the official PS youtube channel.

GAMEPLAY:

Karmakut's https://www.youtube.com/watch?v=9vs61IKxjmg
Nano's https://www.youtube.com/watch?v=zAb-LLdPNio
SlickBee's https://www.youtube.com/watch?v=Hk6HbDW09qA

PS OFFICIAL YOUTUBE:

https://www.youtube.com/channel/UC4Xl-vuThkFEGHlJO3CuEsg

For my part, I will not play FH2 as often as I did once this game will be released, and I will most likely never play it again when Hell Let Loose (Normandy and Ardennes theaters) will be released later on.

Pretty exciting, right? Amazed by the sound design!

13
Suggestions / Re: Removing SL spawn
« on: 02-02-2018, 22:02:27 »
Imo it really kills the map design to have green dots...

Every "veteran" SL players tend to avoid actual ways designed by the  mapper... And it can be with really weird manners like in Marzth Line having a British SL flying the piper, land by the far right of the nebelwerfer  and spawn and army from his 2 seats plane.

An other example on Orsholtz Switch, having a fast moving Jeep maneuvering around trees on the far right edge of the map to by pass defences and then again, spawned an army from his little vehicle.

This SL thing is making the game less enjoyable as you almost don't play the map like it's designed but monitor hedgerows from behind you where you expect a veteran squad to push from...

I would be Keen on seeing an experiment with only mobile spawn points in the shape of half-tracks or trucks since they're visible and meant to transport actual squads.

Who's not really tired of having to find that one SL bitching in a bush waiting for the enemy forces to disappear to allow his fellow to spawn on him again to blitzkrieg the flag.

How is that not an issue that needs to be worked on?

14
Modding / Re: Vehicle dust trails
« on: 25-01-2018, 00:01:12 »
Pretty interesting!

Good job on that!

I feel like FH2 needs some refreshing stuff. It could be updated sounds, updated animations, updated particle effects or each... But I truly think it needs to surprise us, not just with new maps or weapons, am I the only one thinking it?

15
Modding / Re: BringWar sound modification for FH2
« on: 23-01-2018, 23:01:17 »
Great graphics FH2? Well not that bad with shardersfrom the devs but the differences between next gen titles and FH2 are pretty obvious.

Nevertheless, ultimate ww2 experience. A bit too fast paced imo but the only true ww2 shooter.

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