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MikeAP Realism Sound Mod

Posted: Sat Sep 11, 2010 11:32 pm
by MikeAP
All,

Attached is a link to my sound mod. Please enjoy!

http://www.withresistance.com/MikeAP_Sound_Mod.zip


To Install:

Create a folder named Sounds in your My Documents\My Games\BBCBA folder.

Back up your sounds folder, and then extract all files to your Sounds folder:

My Documents\My Games\BBCBA\Sounds

Questions or Comments, please send me a PM on the Slitherine forums, MikeAP

1.0 Sounds
==========
2pdr
6pdr
17pdr
20mm attack
20mm quad cannon
30cal MG
50cal MG
88mm FLAK cannon
Armor movement
artillery firing
BAR
Bazooka
Small Blast
Heavy Bomb
Bren
FG42
fighter attack
he impact
infantry movement
K98
Lee Enfield
M1 Garand
M3 Grease Gun
Mg34
Mg42 (doesnt use the right sound - this is a coding issue)
Mortar
Mp40
small arms ricochets
sniper rifles
sten (doesnt use the right sound - this is a coding issue)
tank guns
thompson
truck move
vehicle hits and explosion
vickers HMG (currently using the Mg42 sound until this is fixed)
water impact
wheeled vehicle movement

Posted: Sun Sep 12, 2010 4:37 pm
by MikeAP
All,

Uploaded the mod.

Enjoy!

Posted: Sun Sep 12, 2010 5:06 pm
by junk2drive
I listened to a few of them. Seemed good.

I prefer to use a mod manager like JSGME but Pip frowned on my post. You suggest backing up and overwriting the originals. I wonder if it would work in your My Games folder?

Posted: Sun Sep 12, 2010 5:26 pm
by MikeAP
I only put them in the root folder because I dont feel like making a sounds folder for all of the custom campaigns that I have.

I dont think sounds will prevent you from playing online.

I havent tried it though.

Posted: Sun Sep 12, 2010 5:57 pm
by Merr
Mike,

Thanks for your sound mod! I'll check it out.
MikeAP wrote:I only put them in the root folder because I dont feel like making a sounds folder for all of the custom campaigns that I have.
A suggestion for Pip ..... Perhaps changing the STUB ENGINE to read a global sounds folder located in My Games/BBCBA.
Hopefully we can see this because I agree with Mike, however I hate having to change anything in the main folder in the meantime.

Thanks!

Posted: Sun Sep 12, 2010 6:26 pm
by junk2drive
JSGME is a mod swap program that backs up the original files and places the mod files in. A couple of clicks and they are back out again.

Posted: Sun Sep 12, 2010 6:38 pm
by pipfromslitherine
It does seem that having a global folder for sounds might be a good idea for those who want to tweak them. There is no effect on MP as we never wait on sounds to finish etc - and it would be kinda silly to do so anyway because of different framerates etc.

Cheers

Pip

Posted: Fri Oct 01, 2010 6:39 pm
by MikeAP
Sound Mod is updated and uploaded.

New explosion sounds, several aircraft sounds, etc.

Posted: Tue Oct 05, 2010 4:47 am
by junk2drive
pipfromslitherine wrote:It does seem that having a global folder for sounds might be a good idea for those who want to tweak them. There is no effect on MP as we never wait on sounds to finish etc - and it would be kinda silly to do so anyway because of different framerates etc.

Cheers

Pip
Sounds are usually wav in games and are large files. Having separate zips for sounds would help with the size of mod files and zips. If I have three campaigns that I want to use this mod in, I have to have a copy of the mod in all three folders. Having one sound folder for all user campaigns would be much better and then if the user campaign has a couple of unique sounds they can be included in the campaign files.

Posted: Sun Dec 19, 2010 12:06 am
by junk2drive
Pip, any word on global sound mods?

Posted: Sun Dec 19, 2010 1:57 am
by pipfromslitherine
It's on the list, although not especially high up there. One issue is that it makes it tougher to package up campaigns cleanly if they need a global 'pack' of sounds too.

Cheers

Pip

Posted: Tue Dec 21, 2010 6:45 pm
by junk2drive
I edited the first post with new instructions because of the 1.5.1 update that allows for sound mods to be installed outside of the main game files.

See the 1.5.1 update for more details.