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0 comments by Daemonion on Mar 6th, 2013
Hey guys, guess what works?
I'm going to be out of town for two weeks, though, so no dev diary yet. Basically, audio now plays when the player is standing out in the rain to simulate the sound of rain drops hitting your clothes.
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Latest tweets from @realdaemonion
Dev Diary 12 is almost done! T.co
Mar 26 2013, 2:59am
Hard at work on Dev Diary 12. T.co
Mar 23 2013, 1:56am
My rain on clothes (stereo) audio script works in-game! Here is a screen with the test audio: T.co
Mar 6 2013, 1:38am
My new sounds: Space Restrictor - Industrial Rain T.co on #SoundCloud
Feb 22 2013, 12:17am
My new sounds: Space Restrictor - Industrial T.co on #SoundCloud
Feb 22 2013, 12:01am
Finished placing space restrictors in the entire Cordon map! Check out samples T.co and T.co
Feb 20 2013, 6:13am
Implemented a new surprise in the bandit camp in Cordon. It goes a little something like this: T.co
Feb 17 2013, 6:19am
Recorded some awesome audio today - a wind storm was blowing through the forest. It'd be great for this T.co
Feb 14 2013, 5:24am
Seeing if I can get past using EAX for interior audio effects on first person gunfire ...http://t.co/I3u3MpXI
Feb 6 2013, 10:17pm
@zh1nt0 Hey Daniel, how can I get in touch with Stefan Strandberg? I'd love to send him an email. Thanks!
Feb 6 2013, 10:11pm
Hi, i didn't know i had to paste information i couldn't see and didn't copy first XD, thanks for offering your help. Anyways i finally got back to stalker lurk mod, and....i fixed the problem, no more crash :)
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It means that your audio files, bullet_hit_1, isn't ogg commented.
Use this tool to comment the file: Gsc-game.com
Hey, could you tell how do i change the accuracy of enemy AI?
INB4 GUN BAN IMPEDES MOD COMPLETION
/donejoking
I just got back from a trip. Lots of shooting. Got me thinking though. I wasn't sure if you were working to make it so if you're standing on soft ground (grass and various other KINDS OF SOFT GROUND) you won't hear brass hit the deck? Then if you're standing on a road you'll hear brass drop?
The way the game handles sound with the .ltx files is really tricky.
Essentially, dynamic .ltx files would have to be implemented to tell the game (when X is true, use Y.ltx; when A is true, use B.ltx, etc). While they exist in CoP, I don't have high hopes for getting them working in SoC.
That aside, that all requires a lot of programming. I dabble in it, but I want to spend most of my time just doing straight-up sound ****. I've already spent a stupid amount of time just getting **** to work, sounds be damned.
Still, though, I do like your idea. If it can be implemented I'll do it.
PM me