PDA

View Full Version : SoulRage Audio Mod 1.0 - [RELEASED]



legacy-RC321
06-07-2004, 01:36 AM
First things first:
I suggest you make your audio page look like this:
http://208.46.138.199/Suggested.jpg
Then:
Open up your ut2004.ini and find the header [ALAudio.ALAudioSubsystem]. Below that, find SoundVolume= and make it equal 2, so it looks like SoundVolume=2.0000 If you don't do this you will not hear the full effects that this mutator has to offer.



////-------------------------------------------------------------------------------------------------////
// NNN) //
// JNNNLN () (NNNNNNN. //
// (F `N .___ __. __. () N (N ____ ___ .__ ____ //
// (N_. .NNF"NNL "4) "4) () N JN NN""NN .NN"4NJF" .NN""NN. //
// `4NNNL N) N) () () () NNNNNN` .____N N) N) NL____JN //
// N) N () () () () N `4N. JNN""NN N () NF"""""" //
// N) N) 4L. _N` (L .N) () N (N. N. JN NL .N) 4N. _ //
// N4NNNNF 4NNNNN` `NNNNF4NN NNNNNNNN (NNN) (N) 4NNNNFNN) 4NNNF() 4NNNNNF //
// J) //
// .___NN` //
// NN) () NN) //
// NNNNN. () `` NNNL NNN) () //
// JF4L __. __. .___ () ___. .___ (FN. JFN .___ .___ () //
// .N N) "4) "4) JNF"4NJ) ""4) .NNF"NNL ()(N (N N .NNF"NNL JNF"4NJ) //
// N) (N () () (N N) () N) N) () 4LN) N N) N) (N N) //
// (NNNNNN) () () () () () N () () NN N N () () () //
// .N` `N (L .N) `N. .N) () 4L. _N` () N 4L. _N` `N. .N) //
// NNNN NNNN `NNNNF4NN `NNNNF(NN NNNNNNNN 4NNNNN` NNNN (NNN) 4NNNNN` `NNNNF(NN //
// //
// //
// _JN JNNL //
// (N"`N NF 4N //
// ____ ____ N (N N) //
// "4N" "NF" N () () //
// N) (N N () () //
// (N N) N (L J) //
// 4LJF N .NN. `N. .N` //
// `NN` NNNNNNN (NN) `NNNN` //
////-------------------------------------------------------------------------------------------------////


Compatibility -
UT2004 (Tested on final patch v.3204 and beta patch v.3227)

Description -
Our goal is to replace as much audio in the game with audio created by my friend SoulEscape who is trying to break into the gaming industry.

For this release the follow sounds have been replace or added:

- Weapon fire, altfire, switch, pickup, etc, etc.
- Gib and giblet explosions
- All footstep sounds according to material
- Bullet impact material sounds - (Huge thanx to Mr. Evil for the code)
- All explosions replaced, including the Redeemer/Target Painter explosion
- New bullet whiz system (Bullet whiz sounds played when a bullet nearly misses the player)
- Ear ring tone played when an explosion goes off directly near the player (Flak, Assault and Grenade Launcher...check it out. Blow a nade up near you to hear it.)

Download -
DOWNLOAD (http://208.46.138.199/SoulRage_Audio_v1.0MOD.zip)...we need a few more mirrors!...pls help!
DOWNLOAD (http://ut.4players.de:1040/filebase/pafiledb.php?action=file&id=1133)
DOWNLOAD (http://download.beyondunreal.com/browse.php?cat=42)
DOWNLOAD (http://download.beyondunreal.com/fileworks.php/mods/soulrage_v1.zip)

Bugs -
- If you enter a vehicle while shooting the MiniGun, you'll hear it skipping inside the vehicle. It does that even without this mutator but since the default sound is so low, you barely hear it happening.


Comments -
- I would recommend you move the "Effects Volume" slider in UT2004/Settings/Audio all the way to the right. If you find that you still want the soundfx louder, open up your ut2004.ini and find the header [ALAudio.ALAudioSubsystem]. Below that, find SoundVolume= and make it equal 2, so it looks like SoundVolume=2.0000
- While the default sounds sometimes only use 1 sound effect, (explosions, redeemer explosion, etc.), we are utilizing SoundGroups. Basically what that does is play a different sound per event. So you probably won't hear the same Redeemer explosion every time. Very cool I think.
- Some other audio additions were made, but I didn't document anything, haha :x
- Everyone, regardless of Species, will be gibbing red blood! Separate species specific sounds will be replaced and implemented into he future.
- There are some bugs here and there...mostly visual. Send me an email if you find any Rage321@optonline.net

Whats going to be in SoulRage in the future -
- Replacing the vehicle's sounds
- Announcer
- Voice Pack

Credits -
SoulEscape: ALL the replacement sound effects that you hear
Email: SoulEscape@havenofrags.com If you were impressed by Soul's skill, send him an email with some feedback =D

Rage321, (RC321): All the coding, (Copy/Pasting)
Email: Rage321@optonline.net I've only been coding for 3 months and don't really have a coding style yet. I promise I will try and make the download smaller for future revisions.
[/code]



<secret message>

@@@@@
@@ @@ @@ @@ @@@@@@ @@ @@@ @@@ @@ @@@@
@@ @@ @@ @@ @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@
@@ @@ @@ @@ @@ @ @@ @@ @@ @@ @@ @@ @@
@@ @@@ @@ @@ @@ @ @@ @@ @@ @@@@@@ @@ @@
@@@@ @@@ @@ @@ @@ @@@@@ @@ @@ @@@@
@@@@ @@@@@@

@@@ @@@@@@
@@@ @@@@ @@ @@ @@@@@ @@@
@@@@@@ @@@@@@ @@ @@ @@@@@@ @@@
@@ @@ @@ @@ @@ @ @@ @@ @@ @@
@@ @@ @@ @@ @@@@@@@ @@ @@
@@@ @@ @@@@ @@ @@ @@ @@ @@

</secret message>

legacy-RC321
06-07-2004, 01:49 AM
PLEASE REPORT ALL BUGS TO ME
Rage321@optonline.net

legacy-Imperial17
06-07-2004, 02:07 AM
first problem, link is down.

legacy-kizza
06-07-2004, 02:10 AM
Not it's not. I'm connected. I suppose the connections are maxed out, thus they need mirrors.

legacy-RC321
06-07-2004, 02:12 AM
RESTART YOUR DOWNLOADS

Woops, it should be functional now.

teehee!

For those wondering, yes I attached the readme in the zip twice. This way you get a pop up asking you if you want to overwrite, and realize it even exists!:D

legacy-Rehevkor
06-07-2004, 02:20 AM
Excellent work :D I love this already. The whistling sound on the rocket is great. The minigun and shock rifle are also quite badass.

I did spy a few problems though. First, the mutator is listed twice in the mutators list. Both entries work, but both of them also give everyone every weapon, 999 ammo, and 999 health. I'm guessing you did this for testing and forget to take it out :rolleyes:

There were also a couple problems with the sounds themselves. I noticed the spidermines no longer make a sound when they walk. Lastly, while the ringing-ears thing is a nice touch, it's incredibly annoying on high volume. I suggest offering a mutator config option to disable it in the future. At first I thought it was a sound glitch :p

Bugs aside, I really appreciate the level of quality in these sounds. My UT2004 experience will never be the same, and I mean that in a good way :D

legacy-Hedge_o_Matic
06-07-2004, 02:22 AM
What is the size of this file supposed to be? I'm downloading a 17Mb file, that has a single file in it, SoulSound.ucl, with a size of 6Mb unzipped. Obviously I've gotten a corrupted download, but I've recieved the same file about 10 times now. Anyone else have this problem?

legacy-N1ghtw0lf
06-07-2004, 02:24 AM
been waiting for this...downloading :D

legacy-RC321
06-07-2004, 02:25 AM
You were probably downloading when I uploaded a new version. Let me look into this.

legacy-RC321
06-07-2004, 02:27 AM
Originally posted by Rehevkor
Excellent work :D I love this already. The whistling sound on the rocket is great. The minigun and shock rifle are also quite badass.

I did spy a few problems though. First, the mutator is listed twice in the mutators list. Both entries work, but both of them also give everyone every weapon, 999 ammo, and 999 health. I'm guessing you did this for testing and forget to take it out :rolleyes:

There were also a couple problems with the sounds themselves. I noticed the spidermines no longer make a sound when they walk. Lastly, while the ringing-ears thing is a nice touch, it's incredibly annoying on high volume. I suggest offering a mutator config option to disable it in the future. At first I thought it was a sound glitch :p

Bugs aside, I really appreciate the level of quality in these sounds. My UT2004 experience will never be the same, and I mean that in a good way :D

Thats why I had to reupload, heh. About the 999 ammo, 999 health thing, one of the mutators was set to 999 health with all weapons, but some were disabled. Sorry to say but I would suggest redownloading.

I hear youy about the ear ringing thing and will make it a choice in the future...I have no clue how to do that now. When I was testing it, my girlfriend was freaking out because she didn't know where the sound was coming from.


....I am so unprofessional about releases...does it show clearly enough? heh.....this is my 1st major project too.

I'm gonna go to sleep now, nervous like you wouldn't believe. I hope the fall out over night isn't to harsh =/


EDIT: Confirmed about the spidermines. The people who made the spidermines decided to put the sounds inside the animation instead of in code like EVERYTHING ELSE. It was impossible to work with. I emailed everyone I could think about how to make it clean and sure enough, I open up Unrealed, look at the SoulWeapons.ukx and the sounds are missing.....the ones I put in there earlier today.....what crap is that?!

legacy-N1ghtw0lf
06-07-2004, 02:47 AM
UT2004 Build UT2004_Patch_[2004-05-10_17.18]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2107 MHz with 511MB RAM
Video: NVIDIA GeForce4 Ti 4200 with AGP8X (Omega KX 1.4523a) (4523)

General protection fault!

History: UObject::ProcessEvent <- (WaterVolume DM-1on1-Albatross.WaterVolume0, Function Engine.PhysicsVolume.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::MoveActor <- SoulTracerProjectile <- AActor::physProjectile <- AActor::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Albatross <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

thats never happened before O_o...it only played for about 15 seconds but from what i heard it was good :D

legacy-Imperial17
06-07-2004, 02:51 AM
damn this is nice!! had to use headphones though, cause dont wanna wake pl up :haha:

legacy-Hedge_o_Matic
06-07-2004, 03:14 AM
Okay, I got it to open with a different Zip program. But within seconds of playing I got the following GPF:


UT2004 Build UT2004_Patch_[2004-05-10_17.18]

OS: Windows 2000 5.0 (Build: 2195)
CPU: AuthenticAMD PentiumPro-class processor @ 764 MHz with 511MB RAM
Video: RADEON 9000 SERIES (6436)

General protection fault!

History: UObject::ProcessEvent <- (LavaVolume DM-Deck17.LavaVolume21, Function Engine.PhysicsVolume.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::MoveActor <- SoulTracerProjectile <- AActor::physProjectile <- AActor::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Deck 17 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

legacy-RC321
06-07-2004, 03:18 AM
Damnit.....I wonder wtf is going on with that...=/ Sorry guys. I wonder if this has to do with the fact that I used code from the latest beta patch which is suppose to be backwards compatible =/ (The TracerProjectile). I played a full ONS game with tracers and everything going and didnt GPF. Hopefully the next patch will be release SOON and it'll fix the problem. =/

Is everyone having this problem?!

legacy-kizza
06-07-2004, 03:21 AM
It's totally awesome, the sounds rule.
Except I did get a very similar problem to NightWolf except on a CBP2 DM map.
Other than that it's awesome.
Oh and the Shockrifle's sounds sound like they come in too late, the explosion is gone before the actual explosion sound. But it is a very cool sound.

legacy-deth502
06-07-2004, 03:27 AM
Some nice sounds dude, some sound a bit tinny but overall very nice. btw seems that even though I am a female character in game...when I die my character makes the noise of a male. Only sound that seems out of sync is the shock. The sound rocks when u combo but makes a cool noise after combo has actually disappeared. Good job tho mate ;)

legacy-FireCrack
06-07-2004, 03:53 AM
i agree withwhat deth said about the shok. Also your AVRiL's dont home in on their target.

Nathjan
06-07-2004, 04:12 AM
why does the message icon say Map-AS?

legacy-kizza
06-07-2004, 04:17 AM
Originally posted by nathjan
why does the message icon say Map-AS?

I dunno what you're talking about. It doesn't say anything to me, all the old buttons I loved so much are gone. They were great for speed browsing for new stuff.

Nathjan
06-07-2004, 04:29 AM
On the left side of the thread it shows message icon, telling you if its mod map, map pack, Map-DM, ect, ect. while next to this thread it says Map-AS. Instead it should say Sounds.

legacy-J4M573R
06-07-2004, 04:30 AM
Wow, what an excellent mod.

When you fix the bugs that people have mentioned I'm sure this mod will be well recieved by the masses.

Good job!

legacy-[D]Despair
06-07-2004, 04:53 AM
Overall, a very good mod ;):up: think I like the sounds better than the default ones.

Although, is it just me or do the sounds need a bit more 'oomph', you know they sound a bit high-pitched for now ;) , or maybe it's EAX's fault, have to try.

Anyway good job with this :) .

Edit: Get GPFs every now and then too :( .

legacy-h3h3-2k4planet
06-07-2004, 05:24 AM
We are providing a mirror for your mod:
http://ut.4players.de:1040/filebase/pafiledb.php?action=file&id=1133
:D Nice work!:) :up:

Raffi_B
06-07-2004, 05:29 AM
The BU mirror will be up in a few hours, check this folder (http://download.beyondunreal.com/browse.php?cat=42) for it.

legacy-anarkist
06-07-2004, 07:27 AM
eeeeeeeeeeeeexceeeeeeeellent </mr burn's voice>

Nice, seriously cool stuff here, especially the shock sound :up:

legacy-Sparky (Jeff)
06-07-2004, 08:03 AM
I like the idea, sounds are seriously lacking base though.

G00p sounds whacked as well.

legacy-Metalslave
06-07-2004, 08:30 AM
Very nice idea. I hope you continue working on it.

That said, I have to agree with the others. The sounds are generally too tinny and weak. Go for a *lot* more bass and oomph!, and also try to give each weapon a distinct and recognisable sound. The ideal would be if you could identify a weapon by it's sound before you actually see it in action.

legacy-RC321
06-07-2004, 10:55 AM
Originally posted by nathjan
On the left side of the thread it shows message icon, telling you if its mod map, map pack, Map-DM, ect, ect. while next to this thread it says Map-AS. Instead it should say Sounds.

I dont see any of those icons?! I just see smileys for Message Icons.

Thanx everyone for the mirrors and their comments :)

legacy-RC321
06-07-2004, 11:33 AM
Originally posted by h3h3-2k4planet
We are providing a mirror for your mod:
http://ut.4players.de:1040/filebase/pafiledb.php?action=file&id=1133
:D Nice work!:) :up:

Thank you very much!

legacy-RC321
06-07-2004, 11:36 AM
Originally posted by Raffi_B
The BU mirror will be up in a few hours, check this folder (http://download.beyondunreal.com/browse.php?cat=42) for it.

Thanx Raffi!

legacy-edhe
06-07-2004, 12:12 PM
It's nice sounds man, makes for a difference however i have noticed 2 glaring things, from a quick couple of DM botmatches.

Everyone's sound is human male sound.
Replaces my custom crosshairs with standard ones.

ASMD sound is cool, :tup:

legacy-RC321
06-07-2004, 12:17 PM
Originally posted by edhe
It's nice sounds man, makes for a difference however i have noticed 2 glaring things, from a quick couple of DM botmatches.

Everyone's sound is human male sound.
Replaces my custom crosshairs with standard ones.

ASMD sound is cool, :tup:

As stated in the readme in the 1st link.
"- Everyone, regardless of Species, will be gibbing red blood! Separate species specific sounds will be replaced and implemented into he future. "

This includes grunts and stuff, hehe sry. You set custom crosshairs for the default weapons. With our mut, you are using a completely different set of weapons that look the same as the originals. You need to find those weapons on the weapons list and set up the custom crosshairs the way you had it.

To everyone:
This mut is best heard with 4.1 and 5.1 speakers set ups. If you feel you lack bass, a sub woofer is in order as we inplanted .1 sounds into most of the files. For example, if you think the redeemer explosion sound is "weak", crank up that sub. Sry, theres really no other way to get the effects we wanted to achieve without doing it how movies do it.

legacy-soulescape00
06-07-2004, 12:55 PM
- I would recommend you move the "Effects Volume" slider in UT2004/Settings/Audio all the way to the right. If you find that you still want the soundfx louder, open up your ut2004.ini and find the header [ALAudio.ALAudioSubsystem]. Below that, find SoundVolume= and make it equal 2, so it looks like SoundVolume=2.0000

1.) Please be sure to check this out. It really made a difference for me when I changed it.

2.) We took a lot of extra steps to be sure the more important sounds had good levels of bass. Naturally, if you're using headphones or a 2 speaker setup, you won't really notice the bass. Like Rage said, a subwoofer is needed. We actually had to lower some of the bass levels because they were rocking out our subs TOO bad.

3.) EAX seemed to dull out a lot of my sounds. I typically leave it off for most games as it tends to do that on me. You might consider turning it off. I'm using the sound blaster x-gamer 5.1 on this machine btw.

4.) The shock combo is an explosion/implosion sound which is why it seems a little delayed. We'll be adding a visual to clear that up.

5.) We understand there are some bugs and we really appreciate you reporting them here to us. We're already working on things to improve the mut. We're happy that you support us and in return we support you.

6.) I'd also like to extend an offer to re-do or add sounds that the community would like to see. Keep in mind that the next versions will have a lot more content such as vehicle sounds, new voices, map sounds, etc...

7.) Don't be afraid to post your ideas for the Mut. We're always thinking of them and we'd love to hear yours.

Thanks for all of the support, comments, and crits!

-SoulEscape
Sound Designer

legacy-Wamphyri
06-07-2004, 01:48 PM
Excellent! I couldn't wait to get my hands on this and I'm not disappointed, well done!

As for bugs:

I noticed that the game tends to crash with the GPF if you try to use it on a map that contains water/lava etc.

Also, it seems to disable the translocator.


Good job though, keep it up! :up:

legacy-RC321
06-07-2004, 01:53 PM
lol...I get nervous when I see new posts in this thread. Im glad people are enjoying our mut even though it has annoying problems. We realize we didn't test this as much as we should have and won't do that again. Live and learn I guess.

Thank you for telling me about the lava/water thing. I'll need to look into that further.

legacy-RC321
06-07-2004, 01:59 PM
I also would like to clarify that the sounds in the mp3's are the exact same sounds that are in the mutator.

I recorded the mp3's using Goldwave's "What you hear?" recording. Basically it records any sound your computer makes. I started recording, went in game, did what I wanted recorded, then exited.

I even thought they sounded different ingame compared to the mp3s but assumed it was just in my head....I played the game with SoundVolume=2.0 in my ut2004.ini

Someone please try that and confirm that the sounds infact sound as they do in the mp3s?

legacy-Imperial17
06-07-2004, 02:13 PM
its really nice, but is there anyway for it to work online? like in cs when you put your own custom sounds you can hear them online as well...
and the most annoying bug i've come across is that there is no weapon replacement, when someone picks up a weapon it doesn't respawn for a long ass time, even with weapon replacement on. and the code "loaded" doesn't work either so you can't get any of the weapons even when they're all gone and a bot has picked em up.
thats it, great job on the mod:up:

legacy-Rehevkor
06-07-2004, 02:13 PM
They're likely to sound a little different due to 3d sound placement and EAX altering them slightly, but accounting for that I think they sound very close to the mp3s.

Btw, don't let a couple bugs get you down... there's no such thing as a smooth release after all :p And considering this is your first major release, and the mutator actually works, I think you're doing a damn fine job :up:

legacy-RC321
06-07-2004, 02:22 PM
Originally posted by Imperial17
its really nice, but is there anyway for it to work online? like in cs when you put your own custom sounds you can hear them online as well...
and the most annoying bug i've come across is that there is no weapon replacement, when someone picks up a weapon it doesn't respawn for a long ass time, even with weapon replacement on. and the code "loaded" doesn't work either so you can't get any of the weapons even when they're all gone and a bot has picked em up.
thats it, great job on the mod:up:

As an individual, you can not play online with this mut. The server needs to be running the mutator as well. I asked Epic if there was another way to replace the sounds, and they said no...a mutator was the only way.

Can you explain the "weapon replacement" again? Like in DM, if a bot grabs a weapon, it takes a long time for it to spawn? Or is "weapon replacement" another mut?

legacy-RC321
06-07-2004, 02:29 PM
Originally posted by Rehevkor
They're likely to sound a little different due to 3d sound placement and EAX altering them slightly, but accounting for that I think they sound very close to the mp3s.

Did you do the SoundVolume=2.0 change? If not, check your ut2004.ini and see what it's set to.


Originally posted by Rehevkor

Btw, don't let a couple bugs get you down... there's no such thing as a smooth release after all :p And considering this is your first major release, and the mutator actually works, I think you're doing a damn fine job :up:

Thanx for the encouraging words. The meaning of this mut is twofold: For me to make and publish a mutator with the coding skills I've learned, and also for Soul to have a nice portfolio when he goes job hunting.

I just hate the fact that my shi*ty coding might fu*k it up for Soul.

To really hear the sounds as they really sound, download UTPT (http://www.acordero.org/projects/utpt/) and open up the SoulSounds.u file, right click on a sound and click Play. Also, open up SoulMasterSounds.uax in the same program and listen to the sounds the same way as the .u

Raffi_B
06-07-2004, 02:37 PM
http://download.beyondunreal.com/fileworks.php/mods/soulrage_v1.zip

legacy-RC321
06-07-2004, 02:40 PM
Originally posted by Raffi_B
http://download.beyondunreal.com/fileworks.php/mods/soulrage_v1.zip

Sweet thanx man!

legacy-A2597
06-07-2004, 02:40 PM
sounds pretty good. :)

I also get teh GPFs in levels with water/lava. it's as soon as a projectile hits the water AFAIK.

don't let a couple bugs get ya down mate!

legacy-Erebus
06-07-2004, 03:29 PM
PHEW!! i was waiting with baited breath for this to come out

great job guys its fantastic work!!

legacy-Railgunner
06-07-2004, 07:50 PM
Nice mod. I encountered a few bugs though.

The avril doesn't lock on to vehicles for some reason, even though the x-hair says it does.

The minigun needs to wind up more in normal mode alot longer and the secondary takes a split second to wind.

good luck with this mod. I'm liking it very much!

legacy-RC321
06-07-2004, 10:10 PM
HI!

1. I've fix the Avril locking on deal. I left some stuff still pointing to ONSAvril. Just needed to change it.

2. The minigun windup time was bumped up a little bit so that you can actually hear the windup sound. Before it was to quick to even hear it. I can look into tweaking it a little more.

3. The GPF's will go away once you have the newests retail patch, which shouldn't be much longer.

4. Females and bot's sounding like a human Male. Not so much a bug since I did this on purpose to force everyone to hear the human gib sounds Soul made. Future revisions will have specific Species that are correct to what they are.

5. Any other guys?

Thanx guys for reporting.


EDIT: (I didnt see the icons to the left until today..wtf. It says Mutator now.)

legacy-leafo
06-07-2004, 10:36 PM
sounds great (literaly)

Even if it isnt sound the next edition should change the animations for bullets hitting surfaces. Have a weapon asthetics mod :D

13XBMSPEC
06-07-2004, 11:08 PM
Originally posted by RC321
As an individual, you can not play online with this mut. The server needs to be running the mutator as well. I asked Epic if there was another way to replace the sounds, and they said no...a mutator was the only way.

Can you explain the "weapon replacement" again? Like in DM, if a bot grabs a weapon, it takes a long time for it to spawn? Or is "weapon replacement" another mut?

Same Problem, online we cannot even pick up guns, because they do not even spawn. We do not even have starting equipment, shieldgun and assault rifle.

The death by fall sounds are really loud hurts. And im not a big fan of every explosion ringing because there is so much around. Mutator option to turn off the high pitched ring?

The code loaded gives me problems too. Won't allow me to summon all my guns to test it out.

legacy-RC321
06-07-2004, 11:11 PM
Originally posted by 13XBMSPEC
Same Problem, online we cannot even pick up guns, because they do not even spawn. We do not even have starting equipment, shieldgun and assault rifle.

The death by fall sounds are really loud hurts. And im not a big fan of every explosion ringing because there is so much around. Mutator option to turn off the high pitched ring?

The code loaded gives me problems too. Won't allow me to summon all my guns to test it out.

You can't get it to work after putting ServerPackages=SoulSounds in the ut2004.ini of the server? Thats odd...I tested that and it worked.

(goes to test now)

legacy-RC321
06-07-2004, 11:12 PM
Originally posted by 13XBMSPEC
Same Problem, online we cannot even pick up guns, because they do not even spawn. We do not even have starting equipment, shieldgun and assault rifle.

The death by fall sounds are really loud hurts. And im not a big fan of every explosion ringing because there is so much around. Mutator option to turn off the high pitched ring?

The code loaded gives me problems too. Won't allow me to summon all my guns to test it out.

You can't get it to work after putting ServerPackages=SoulSounds in the ut2004.ini of the server? Thats odd...I tested that and it worked.

From the readme in the ZIP:
If you want to run this mutator on a server, you need to add ServerPackages=SoulSounds in UT2004.ini under the header [Engine.GameEngine]. If you don't, people will be able to join your server but they won't see any weapons and won't hear any replacement sounds.

EDIT: I just did the above, and it works. Check that?

legacy-EvilDrWong
06-07-2004, 11:18 PM
There is lots wrong with this mutator. The sounds are awesome for the most part, but the code needs a serious looking at. Youve got mail RC321.

legacy-FineWolf
06-07-2004, 11:20 PM
Really nice release. Only problem I encountered is that you can't use the translocator at all with this mutator.

I think the problem is your weapon replacement and starting equipement script. First you clear all the starting equipement, and then give only the sheild gun and the assault rifle, without checking if the translocator was there at first.

legacy-kizza
06-07-2004, 11:23 PM
You gotta admit working with code from an upcoming patch is just one of those accidents. And the other things are just simple things that a beta would prevented, had there been time before the MSUC cut-offs, but I think the point was for the sound to get heard, and hopefully the code will gets the bugs ironed out and it'll just be one of those muts that most servers run.

legacy-Imperial17
06-08-2004, 02:37 AM
Originally posted by RC321
As an individual, you can not play online with this mut. The server needs to be running the mutator as well. I asked Epic if there was another way to replace the sounds, and they said no...a mutator was the only way.

Can you explain the "weapon replacement" again? Like in DM, if a bot grabs a weapon, it takes a long time for it to spawn? Or is "weapon replacement" another mut?
you know how when you're playing deathmatch, and you pick up a flak, you turn around and you see that the flak is still there so that the next person can come and pick one up too. except, when I pick it up, or I see a bot picking it up, thats it, there was only one of them and I have to wait for the respawn cycle of the weapon which seems to take a long time before the flak respawns again.
there is an option to have this on or off in regular dm, but for this mutator, even when I put the option to on, meaning the weapon will never run out or something.

i'll check the .ini to see if there is anything about it in there.
[edit]
checked the .ini its called WeaponStay, but found no place in the ut2k4.ini about a soulRage section in which I could enable it, (caue I did find a ChaosUT one).

legacy-RC321
06-08-2004, 02:52 AM
Originally posted by Imperial17
you know how when you're playing deathmatch, and you pick up a flak, you turn around and you see that the flak is still there so that the next person can come and pick one up too. except, when I pick it up, or I see a bot picking it up, thats it, there was only one of them and I have to wait for the respawn cycle of the weapon which seems to take a long time before the flak respawns again.
there is an option to have this on or off in regular dm, but for this mutator, even when I put the option to on, meaning the weapon will never run out or something.

i'll check the .ini to see if there is anything about it in there.
[edit]
checked the .ini its called WeaponStay, but found no place in the ut2k4.ini about a soulRage section in which I could enable it, (caue I did find a ChaosUT one).

Interesting! Please tell me which map you were playing on so I can see if I can replicate it.

Also, there was a section in your ut2004.ini that had ChaosUT stuff in it?! Thats awesome! I'm going to have to investigate a way to creat my own section in there so I can use my own SoundVolume forced to 2.0!

legacy-Metalslave
06-08-2004, 04:15 AM
Just got my first GPF with this mod, while playing ONS-CBP2-Tropica:

UT2004 Build UT2004_Patch_[2004-05-10_17.18]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 2535 MHz with 511MB RAM
Video: NVIDIA GeForce4 Ti 4600 (5672)

General protection fault!

History: UObject::ProcessEvent <- (IonCannonKillVolume ONS-CBP2-Tropica.IonCannonKillVolume1, Function Engine.PhysicsVolume.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::MoveActor <- SoulTracerProjectile <- AActor::physProjectile <- AActor::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Tropica <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

13XBMSPEC
06-08-2004, 10:01 AM
Will try this.
ServerPackages=SoulSounds
Later today, thanks.

legacy-RC321
06-08-2004, 10:59 AM
Originally posted by Metalslave
Just got my first GPF with this mod, while playing ONS-CBP2-Tropica:

UT2004 Build UT2004_Patch_[2004-05-10_17.18]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 2535 MHz with 511MB RAM
Video: NVIDIA GeForce4 Ti 4600 (5672)

General protection fault!

History: UObject::ProcessEvent <- (IonCannonKillVolume ONS-CBP2-Tropica.IonCannonKillVolume1, Function Engine.PhysicsVolume.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::MoveActor <- SoulTracerProjectile <- AActor::physProjectile <- AActor::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Tropica <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Thanx for letting me know. The key to that GPF is SoulTracerProjectile. The retail patch doesnt have the code needed to run this file properly. That was my fault. I was using beta patch code. The next retail patch will fix this GPF for sure.

legacy-RC321
06-08-2004, 11:39 AM
ATM, I'm trying to get 'loaded' to work. In the meantime, you can use this to access the weapons:



Summon SoulSounds.SoulFlakCannonPickup
Summon SoulSounds.SoulMiniGunPickup
Summon SoulSounds.SoulAssaultRiflePickup
Summon SoulSounds.SoulLightningGunPickup
Summon SoulSounds.SoulShockRiflePickup
Summon SoulSounds.SoulAvrilPickup
Summon SoulSounds.SoulLinkGunPickup
Summon SoulSounds.SoulSniperRiflePickup
Summon SoulSounds.SoulBioRiflePickup
Summon SoulSounds.SoulRedeemerPickup
Summon SoulSounds.SoulRocketLauncherPickup
Summon SoulSounds.SoulGrenadeLauncherPickup
Summon SoulSounds.SoulShieldGunPickup
Summon SoulSounds.SoulTranslauncherPickup
Summon SoulSounds.SoulMineLayerPickup
Summon SoulSounds.SoulTargetPainterPickup
Summon SoulSounds.SoulIonPainterPickup


I recommend the TargetPainter 1st. =D

legacy-A2597
06-09-2004, 12:18 AM
What is this doing on page 2?!?!

BUMPAGE!!!

also...can I assume I'll get better bass once I have a soundcard? Because the AC'97 has good bass with most things, but the weapons here are well...not. I'm assuming this is because the AC'97 is a really really bottom of the barrel crappy card. :)

legacy-RC321
06-09-2004, 12:44 AM
Originally posted by A2597
What is this doing on page 2?!?!

BUMPAGE!!!

also...can I assume I'll get better bass once I have a soundcard? Because the AC'97 has good bass with most things, but the weapons here are well...not. I'm assuming this is because the AC'97 is a really really bottom of the barrel crappy card. :)

heh thanx for the bumpage.

Basically, it has to do with your speakers. If you have a sub thats good, you'll hear everything like you should. Think of how movies do it. Each channel has it's specific duty. Say you turn off the subwoofer completely during a Jurassic Park. All you're going to hear is "......roar......". TUrn on the sub, and you have "ROOOOOOAAAAARRRRRRRRR!!!!!!!!"

I hope I explained that right. Any Audiophile out there wanna clarify?

legacy-kizza
06-09-2004, 03:15 AM
Sounds pretty much how I view it.
And if you had a higher pitched bassthe sounds wouldn't be as awesome. I think this mod is best for those with subs. Although even without them I quite like the sounds.

Any idea on when the next retail patch is out?

legacy-[D]Despair
06-09-2004, 05:03 AM
Sounds nice with 2 speakers too (if you have bass reflex on them like me :p ), just needed to set the SoundVolume=2.0 and turn the bass up :) . The only thing that bothers me a bit, is the shrieking noise the shock rifle makes. It comes out a bit too loud compared to other sounds.

legacy-A2597
06-09-2004, 02:33 PM
I guess I'll be waiting for my SB Augigy 2 ZS before I can fully appreciate this one. :D

either way, it's still an improvment overall. although the shock combo just sounds...funny. I prefer epics combo sound. :) KABOOM!!!!

legacy-FineWolf
06-09-2004, 02:35 PM
Any idea when you'll fix the transloc bug?

legacy-RC321
06-09-2004, 02:43 PM
Originally posted by A2597
I guess I'll be waiting for my SB Augigy 2 ZS before I can fully appreciate this one. :D

either way, it's still an improvment overall. although the shock combo just sounds...funny. I prefer epics combo sound. :) KABOOM!!!!

The visual of the shock combo doesnt match up with the sound if you think its a regular explosion. If you think of it as an implosion, it syncs up really well. =D


Originally posted by FineWolf
Any idea when you'll fix the transloc bug?

I'm working on it nightly. I need to redo how the mutator switches the weapons. I haven't really gotten a solid grasp on it yet. The next patch will be release with all bug fixes after the next retail patch is release. Thats hopefully in the next few days.

legacy-Mentarque
06-09-2004, 05:08 PM
This mut is awesome !!!
Some little bugs here and there, but you two guys have done an incredible job (you seem so hard at work Rage :p ). A big thanks for this new game experience (man, i m scared every time i hear a shock rifle implosion or fuzzing bullets from the mini ). I really wish Epic put this in a patch as a sound option.

legacy-Super_Moose
06-10-2004, 10:13 AM
I'm not a fan, sorry.

[The bad]
All the sounds are high pitched and lasery sounding despite the fact that some of them are shooting bullets/goo/rockets.
It's pretty hard to tell them apart, so I never know what i'm getting shot with unless I can see the gun.
The ringing in peoples ears can be heard by someone standing next to them. That can't be right. :confused:
The mini is kinda crap now you've increased it's spin-up time. Nah, it's ok.
The GPF thing. :p
Seemed to me the game was running alot slower while running this mut.
All the sounds seem as if you added a bunch of random effects just because you could. (sorry :/) *
Some of the sounds are way too quiet, some way too loud. (Can barely hear the mini in a gunfight) *
The bone breaking sound really isn't great.


[The good]
Love all the different new types of sounds. The wiz bys, impacts etc. They're awesome.
The flak.
The shock.

Sorry if some of that sounded a little harsh.
It's just my opinion, nothing more. ('~')b

* This seems to be only with other peoples guns. Mine sound fine.

legacy-RC321
06-10-2004, 11:25 AM
Cool, thanx for your opinion. Some of your feedback has been noted.

legacy-RC321
06-12-2004, 05:11 AM
RedeemerVid! (http://208.46.138.199/SoulRedeemerVid.avi) <--- NEW

legacy-Super_Moose
06-12-2004, 02:14 PM
Some of that was a little off.
I made some edits.

legacy-redprosthetic
06-13-2004, 02:54 PM
i dig that redeemer vid.. but wouldn't it make more sense to have that explosion/implosion effect be used for shock combos? albeit, a dramatically toned down one, but still...

legacy-RC321
06-13-2004, 05:18 PM
Of course it would...I did that too, just didn't up the vid. :D

legacy-kizza
06-14-2004, 12:24 AM
I think it makes more sense with the redeemer because it is forcing the air (and everthing else) out of the space of the explosion, which leaves a void, which then needs to be filled.
But the imposion on the shock, smaller, would be cool.
I look forward to seeing that too.

legacy-Commando
06-15-2004, 01:47 PM
Rage and Soul are huge slackers and should get back to IRC.

I think I know why Soul made this...

:noob:

legacy-RC321
06-15-2004, 01:50 PM
Ha you narb.....Im on IRC everyday!

:p:haha:

PS. Why do you think he made it? It kinda clearly says it in the 1st post. COLON EX

legacy-Commando
06-15-2004, 02:07 PM
The first post was tl;dr.

Anyway, nice but yeah, needs more bass on most things. The bullet based guns sound all weak. It seems like some of the sounds are too long considering the pace everything moves at, IE rocket launcher firing noise.

* Shock rifle is rather meh, especially the combo. It's different but too different.
* Minigun sounds like a big *****.
* Bio rifle... what the?

The lightning gun sounds are spot on though.

legacy-RC321
06-15-2004, 02:44 PM
THE UT2004 RETAIL PATCH IS OUT. GO DOWNLOAD IT!

legacy-soulescape00
06-15-2004, 02:54 PM
We've added a good amount of mid bass to all of the sounds for the next version. That's all I can really do if you're on a 2.0 - 2.1 setup with stock drivers.

Sound is a very important part of games. I suggest investing in a set of 4.1 - 5.1 speakers. Also, decent creative cards are selling cheap these days.

If you could elaborate on your "comments", it would help out.

The new visual to go with the shock combo will make it seem better.

legacy-Commando
06-15-2004, 03:21 PM
Spoke to Rage and listened to the MP3s and it turns out I appear to be losing the bass, System Driver is on and despite reinstalling the only available sound card driver for my ancient SB Live I still can't turn it off. So I'm probably not hearing the real sounds, hooray :bulb:

PS HI SOUL.

legacy-Oreo
06-15-2004, 06:07 PM
I'm on dial up, and it'll take an hour to download? Whole maps take 2 minutes for me!!! WTF?!?

legacy-RC321
06-15-2004, 06:08 PM
17MB.

sry?

legacy-soulescape00
06-15-2004, 06:31 PM
Originally posted by Oreo
I'm on dial up, and it'll take an hour to download? Whole maps take 2 minutes for me!!! WTF?!?

Please understand that the mutator replaces over 300 sounds. The average sound is about 100kb. That adds up to about 30 mb already.

The mutator itself is 17mb. I'm considering making slightly lower quality pack, which will reduce the file size.

In the mean time, I suggest getting a download resume program like ReGet. Start the download and go eat or something, and boom, it'll be done in no time. It's worth it! :)

legacy-kizza
06-15-2004, 09:42 PM
Agreed.
Plus there are alot of large maps that come with custom sounds and music, so 17mb isn't that bad.

I think a low quality sound pack would really defeat the purpose of the new sounds but it might shut up the people who can't wait for it to download so a seperate download would be ok.

But I agree, they should really just wait for the thing to download.


It's worth it!

legacy-soulescape00
06-16-2004, 11:06 AM
We've solved the "bass problem". The next release should satisfy even the people with a 2.1 setup, and greatly improve upon 4.1 - 5.1 setups.

I designed a few presets and batched the sounds with them. They sound a lot beefier. It's very noticable.

I've also gone ahead and resampled the sounds using an AA filter, which keeps the quality. This will greatly reduce the filesize.

We've also got some "SECRET!" things going on which are really great. Rage has been working hard on it. The only thing I can say about it right now is HONK!

Stay tuned!

-SoulEscape
Sound Designer

legacy-kizza
06-16-2004, 10:58 PM
Wohoo! I'm so excited. Don't release it until next week, you'll distract me from my assignments. Haha.

legacy-[D]Despair
06-17-2004, 05:03 AM
Can't wait for the next version guys :):up: .

legacy-redprosthetic
06-17-2004, 10:28 AM
my one wish: to have a custom horn sound for the raptor that plays the first couple of bars from 'ride of the valkyrie'.

also, why not go GTA style and have a few radio stations for the hellbender and scorpion?

legacy-kizza
06-17-2004, 10:56 AM
Radio's would be cool if we didn't have all that music in the maps. Oh well. Also I got annoyed after a while that in GTA you had to scroll through the stations every time you got in a car. Unless there was some setting I was missing. Oh well.

Speaking of vehicles: I hate it when your car explodes and for a very short while the wheels fly out, but then they dissappear. I'd really like to see them last a bit longer so we can see the physics a bit more, and just so there's wheels bouncing around the map... and you could work this in with the sound of tyres bouncing... :)

legacy-[landome]ReaveR
06-17-2004, 01:01 PM
Just wanted to say I really like this sound pack. I'm always up to hearing different sounds. Ya know, same sounds get tiring!

Can't wait for the next version!!!

legacy-RC321
06-18-2004, 02:54 AM
Thanks for the support!

legacy-DoubleTRANCE
06-18-2004, 07:58 PM
wow nice sounds !!!!

they need a little tweaking though... like the gibs are way too loud...

but overall VERY NICE !!!

i want to see a complete sound replacement in the future!!

keep up the good work !!!
;) :up:

legacy-Fnix
06-19-2004, 12:06 AM
If I install this will it work online?

legacy-RC321
06-19-2004, 02:43 AM
No, its not like a voicepack. The server needs to have this running as well for you to hear them online.

legacy-Fnix
06-19-2004, 12:47 PM
Originally posted by RC321
No, its not like a voicepack. The server needs to have this running as well for you to hear them online.

Thats strange

legacy-RC321
06-22-2004, 04:48 PM
Im gonna need to learn how to replace vehicles in game with mine. :X

legacy-kizza
06-22-2004, 09:06 PM
There are a few mutators for vehicles around at the moment that might help you there. Quite a few vehicles are coming with mutators to replace the scorpian and such. There's one for the Dark3D Lamborghini here:http://www.ataricommunity.com/forums/showthread.php?s=&threadid=389196&pagenumber=2

Dunno. Hope that was kinda helpful.

legacy-FineWolf
08-15-2004, 10:46 AM
Sorry for bumping... But we had no news of the new version for months now... Any updates?

legacy-Railgunner
08-15-2004, 05:03 PM
heh I wanna know too.

legacy-Imperial17
09-30-2004, 09:42 PM
any updates?

legacy-RC321
09-30-2004, 11:47 PM
Soul is now busy on other projects and without him, SoulRage can no longer be updated. After all, this was the idea. Sorry peeps. Perhaps when UT has the option to play client side weapon sounds without a mutator (as mentioned for the future by Steve Polge), we'll be back. Thanx to all who downloaded, and Soul wouldn't be doing what he's doing now without a huge help from SoulRage and the community. =D

For me, I'm pretty useless at coding still, so I havent done much lately.

legacy-vrxGz
09-13-2005, 03:17 PM
It really would be nice to see developments on this mod. I say we burn whatever is taking up Soul's time.

legacy-RC321
09-13-2005, 10:02 PM
good luck..soul doesnt even talk to me anymore, lol

CVROY
09-14-2005, 05:28 PM
sounds cool, just need to work out the kinks and I'll use it:)

Does this have to be loaded on the server too, or is this just a client mod?

Also, and most importantly... is this AntiTCC and safegame compatible?

legacy-Railgunner
09-14-2005, 08:46 PM
Server side mutator. Would be nice if it were clientside.

CVROY
09-14-2005, 09:34 PM
right on:)