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Now That Sound Mods Are Allowed Can We Have A Sound Back Of Closed Beta Sounds.p
#61
Posted 29 August 2015 - 10:22 PM
#63
Posted 29 August 2015 - 11:53 PM
Alexander Garden, on 28 August 2015 - 09:58 PM, said:
Would like to point out, the MW2 Sound FX mod does not actually modify any of the .paks or game files. Not to say this changes anything...just something I thought I'd mention
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
Edited by Shivaxi, 29 August 2015 - 11:59 PM.
#64
Posted 30 August 2015 - 12:51 AM
Shivaxi, on 29 August 2015 - 11:53 PM, said:
Would like to point out, the MW2 Sound FX mod does not actually modify any of the .paks or game files. Not to say this changes anything...just something I thought I'd mention
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
Yea its just a mod you place it in it works you pull it out and its gone its a separate file all together.
#65
Posted 30 August 2015 - 05:59 AM
MWO's sounds have always been extremely bland for me, especially the music.
We had the awesome heavy clunky launch trailer music, the misery & pretty baby themes were all awesome and got you pumped for meching.
Now we just have droning dull, depressing slit your wrists garbage that plays on a win, loss, menu or whatever, which I guarentee 8/10 of the players have switched off for its insults to the ears.
It almost seems like the sound was done with everything about sound we've learned from uni being considered except for how it actually sounds to our ears!
Almost feels like a lecturer gave the sound guys a fear of treble.
It's like being in a bad car on noisy tarmac, constant droning in the background and every now and then you hit a pothole.
Really irritates me, the sounds are horrible at the moment.
Edited by Sadist Cain, 30 August 2015 - 06:03 AM.
#66
Posted 30 August 2015 - 06:21 AM
#67
Posted 30 August 2015 - 07:24 AM
Alexander Garden, on 28 August 2015 - 09:58 PM, said:
The modification of game PAK files is not permitted in any form. This restriction extends to modifications that may not provide any tactical advantage, such as a sound pack.
We all agree that custom sound packs would be a sweet feature to implement, but we do not currently have plans to do so. As far as I'm aware the file system is not designed to support end-user modification right now, and with all the other tasks currently at hand we don't have the development resources available that would be required for implementing that kind of functionality.
Regarding dynamic/functional cockpit monitors, well....I've seen some things.....
As others have said, PG should seriously think about sound packs. You can only go so far with visual immersion (river city and forest colony are fantastic and will only get better with dynamic weather). Since taste, touch, and smell are out, the only other sense you can appeal to is sound. IF PGI said this mod was allowed, I would install it in a heartbeat. that's an idea of how immersive this mod is. I understand how busy PGI has been and the improvements over the last year+ have been amazing. The tutorial is a testament to how good PGI can be. It's beyond good. It looks like you guys are really hitting your stride. I'll admit I was on the fence about the IIC collection (die hard clanner here), river city alone sold me.
Working monitors would be great, I can't wait to see them, as well as the future map upgrades. Keep up the good work. But PGI should reconsider future sound packs.
By the way, I haven't seen it mentioned here before, so perhaps it's just my problem, but the rocks in forest colony in the K10-K9-J10-J9-M10-M11 and M12 areas don't appear in my HUD minimap. Have others noticed this?
Edited by Moenrg, 30 August 2015 - 07:27 AM.
#68
Posted 30 August 2015 - 07:58 AM
Mechwarrior Buddah, on 30 August 2015 - 06:21 AM, said:
I was hoping the Black Knight would have a large kite shield arm with some armor quirks. But alas...no. Despite medieval robots being in the lore, it was not meant to be.
#69
Posted 30 August 2015 - 07:59 AM
Dino Might, on 30 August 2015 - 07:58 AM, said:
I was hoping the Black Knight would have a large kite shield arm with some armor quirks. But alas...no. Despite medieval robots being in the lore, it was not meant to be.
no no like star trek XD rofl
#70
Posted 30 August 2015 - 08:21 AM
#71
Posted 30 August 2015 - 08:23 AM
Alexander Garden, on 28 August 2015 - 09:58 PM, said:
CryEngine actually supports this by default...hence exactly how the MW2 Sound FX mod works in the first place without modifying or touching any of the original .paks or files
#72
Posted 30 August 2015 - 08:33 AM
Shivaxi, on 30 August 2015 - 08:23 AM, said:
CryEngine actually supports this by default...hence exactly how the MW2 Sound FX mod works in the first place without modifying or touching any of the original .paks or files
Hey i saw on the beer forums you posted something saying these mods got the "OK". Do you have a reference for that Shivaxi?
I mean, modifying pak files is forbidden. but this sound mod doesnt mod them. I mean seems like a loophole, but I feel like it is sketchy to use it, and I spent way too much money to risk it without a confirmation of "OK".
#74
Posted 30 August 2015 - 09:10 AM
Eldagore, on 30 August 2015 - 08:33 AM, said:
I mean, modifying pak files is forbidden. but this sound mod doesnt mod them. I mean seems like a loophole, but I feel like it is sketchy to use it, and I spent way too much money to risk it without a confirmation of "OK".
ah, that was originally in response to this: https://www.reddit.c...nned_for_using/
So while it does seem like a loop hole yes, PGI still has the final word on everything of course. Officially I don't believe a clear stance was taken by PGI on the MW2 Sound FX Mod directly...(but I've heard some of them play with it!
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
EDIT:
I believe in that Reddit thread some people also pointed out that when the Pew mod was made, Russ had made a comment on twitter about it, saying something along the lines of "we don't care, just don't tell us about it" more or less. Take that as you will =P
https://www.reddit.c...ing_unexpected/
Quote
Hello. We loved this mod and thought it was really fun too, however due to the nature of how it was performed, we can't sanction the posting of that information on our forums. Just in case, it's worth reiterating that the modification of game files is technically a violation of the terms of service. This case aside, we can't guarantee that players who modify these files won't be subject to potential moderation action.
And unfortunately, right now we do not have the resources to look into making an actual mod support at the moment.
Source: https://www.reddit.c...arrior_pew_mod/
That was posted for the original pew mod, when it DID actually modify .pak files, however it longer does that, but PGI hasn't said anything about the way the mod works now, so I can't really say of course, I'll let PGI do the talking.
EDIT 2: also found this thread as well, so this has been brought up before http://mwomercs.com/...ior-sound-mods/
Edited by Shivaxi, 30 August 2015 - 09:35 AM.
#75
Posted 30 August 2015 - 03:02 PM
#76
Posted 30 August 2015 - 11:26 PM
Sadist Cain, on 30 August 2015 - 05:59 AM, said:
MWO's sounds have always been extremely bland for me, especially the music.
We had the awesome heavy clunky launch trailer music, the misery & pretty baby themes were all awesome and got you pumped for meching.
Now we just have droning dull, depressing slit your wrists garbage that plays on a win, loss, menu or whatever, which I guarentee 8/10 of the players have switched off for its insults to the ears.
It almost seems like the sound was done with everything about sound we've learned from uni being considered except for how it actually sounds to our ears!
Almost feels like a lecturer gave the sound guys a fear of treble.
It's like being in a bad car on noisy tarmac, constant droning in the background and every now and then you hit a pothole.
Really irritates me, the sounds are horrible at the moment.
Not to start an argument, but I'd be wary of statements like "I guarantee 8/10 players have turned off the music". And, for what it's worth, while I think IF it's possible to license the audio from the old games easily, having an official way to buy them ingame would make some people happy, I know for a fact I wouldn't want it. The old SFX do nothing for me personally.
I'm all for customisable audio and for PGI to use things like that as part of a programme of personal customisations that players could make, but I wouldn't assume that MWO players are *all* pining for the old games.
Edited by Ano, 30 August 2015 - 11:27 PM.
#79
Posted 31 August 2015 - 08:57 PM
Sadist Cain, on 30 August 2015 - 05:59 AM, said:
Exactly how does it "outperform" the current sounds? I mean, from an engineering perspective, everything about MWO's sounds is higher sample rate, higher bit rate, and overall better in terms of quality and dynamic range.
You could say you "enjoy" the MW2 sounds more, but in terms of "performance," MWO's sounds are WAYYYYY more advanced.
#80
Posted 01 September 2015 - 04:45 AM
Aresye Kerensky, on 31 August 2015 - 08:57 PM, said:
Exactly how does it "outperform" the current sounds? I mean, from an engineering perspective, everything about MWO's sounds is higher sample rate, higher bit rate, and overall better in terms of quality and dynamic range.
You could say you "enjoy" the MW2 sounds more, but in terms of "performance," MWO's sounds are WAYYYYY more advanced.
Not a question of enjoyment, the amount of information you can glean from MWO's sounds does not reflect the high quality with which they were made.
Recording a **** at studio quality doesn't stop it being a ****. (really, a word filter that picks up a word that rhymes with "burd" to describe excrement... Bible belt word filter?)
Things like the alert tones for important events such as heat, critical damage, targets popping up and whatnot have not been designed as an "alert" sound, they've been designed to be soft on the ears for gamers and fade into the background.
It shows with the pointless cockpit beeps that have no reference and bear no importance to the game, they're just there for bleeping sake to make it sound like there's things going on. Whereas if the sounds are designed properly you don't need to add extraneous bloops and bleeps because its obvious that it will controvert the level of importance of other sounds coming through.
Lots of bass with distorted fade outs, very little treble, no abrupt starts or finishes to the sound events they've all just been crafted to fade into the background gently and not be too strenuous for the player to listen to.
The result in combat is a hot mess of sounds that just mush together and don't offer as much as they should in regards to conveying their message to the player or reflecting the environment of sounds one is experiencing. Because there's been too much focus on being oozer friendlee most sounds have been neutered and muted down to the point of irrelevance.
Even Bettys tone is held around the same levels as the autocannons, srms + explosions whereupon she jsut fades into insignificance during any level of engagement.
It's not that they're incapable, they've just been over zealous with avoiding audio fatigue from too much going on but what they've done here is go way to far in the opposite direction to create a soundbank that results in audio sludge in any game and gets just as draining.
Lastly, who can honestly listen to the Gothic funeral march that plays on the menu and say that makes them feel in the mood to smash giant mechs together on the battlefield?
Does this honestly get you or anyone pumped for battle? It's just bloody depressing,
Isn't a matter of taste or opinion. From a technical standpoint & musical theory standpoint the sound effects are too muted and mushed to be of much use in a game outside of background noise and the game music does not insight a feeling of enthusiasm or anticipation for the game.
Except for the defeat music, they've got that bang on.
And this of course...
Edited by Sadist Cain, 01 September 2015 - 04:53 AM.
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