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I_Gamer

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Everything posted by I_Gamer

  1. No, that doesn’t work from our testing.
  2. Unfortunately not all of the engine sounds, or sounds in general, are in CoreMods and not /Mods - which makes it difficult to replace them. Unless there is a folder structure we can follow in Saved Games to override the CoreMods folder sounds? also; I’d really like to know what happened to the autoexec sound reloader we had - it’s really a huge tool and saved a ton of troubleshooting time.
  3. Hi there ED/fellow audio enthusiasts! I will keep it short. For the longest time, we received a useful tool for reloading sdef values from in-game instead of needing to restart the game client every time we wanted to make an adjustment. This saves a lot of time and I am extremely grateful to the individual that allowed us to use this hidden gem. We were given this line to add to the autoexec cfg file: sound.editor = true Since the launch of 2.9 - this is no longer functional. Could we please have this feature restored? Also; with Razbam’s F-15E we are unable to mod sounds since they are encrypted under CoreMods - is there a way around this? Thanks!
  4. There is a flag in the autoexec.cfg file that allows a sound-editor dialogue to appear in-game, which allows a user to re-load SDEF files without having to re-start DCS. That function has stopped working for me since the launch of 2.9 Was this intended to be disabled or is this a bug? As a creator, this has saved me countless hours of having to restart DCS each time I make an adjustment. For both mods and 3rd party development. Thanks!
  5. If you notice loops, I'd like to know which conditions and which aircraft you were flying as that's not intentional. The goal is to create audio that is more true to life, so if you don't believe we hit the mark on something - please let us know. We rely on feedback from our community to improve audio, and through Discord or our YouTube is the best place for that. I'd encourage anyone who is interested in more realistic sounds to give our mods a try... they are developed out of a passion for aviation, and hundreds of man-hours are put into them. The least you can do is share what you like or what you think needs work. ED is not a direct partner, we are however providing sounds for some third parties such as Crosstail on their upcoming A-1H Skyraider module.
  6. Looking forward to the improvement of weather simulation, particle effects and Vulkan! Also future available tools to aid content creators in making integration easier and more widely accepted.
  7. We have a new Hornet and Viper version in the works! Ran into some delays on the Viper since we want to include internals on this next patch, but stay tuned.
  8. Great question! There are sound files listed in the DCS\Doc folder under "sdef and wave" text document. You can look at that file to view the correct path for sounds. From there, it's a long process of testing. For the Hornet, a mod was created long before the files were encrypted - so the process did not involve all that. We've had to use that process a few times for Viper, though.
  9. This is MP Compatible and does not affect any major game files.
  10. V4 NOW AVAILABLE! Download now! main post updated; new video too
  11. Hm. Not entirely sure, if you have the wallpaper set and you can see it in your active modules - it *should* be working. Are you on Beta or Stable? Also, I'm sure you know - but wanted to just put it out there anyway; this is an external audio mod - none of the internals were changed. ;)
  12. I hear this sound all the time when watching the Thunderbirds here in the US. I assume their aircraft are the PW versions then?
  13. This is actually supposed to be \Mods\Resource\YOUR_MOD_NAME\Sounds\etc.... Also - try adding an entry.lua file in the "YOUR MOD NAME" folder (see your DCS install \Docs\Sounds folder for an example)
  14. That's exactly what we have been doing - and is extremely inefficient. Unless there is a way to update these while in-game, so we don't have to restart our client every time we make a change. Is that possible? Edit: This still doesn't solve the problem of not being able to *see* what the original SDEF values are. If we set this to "gain = 0", how are we supposed to add other parameters to properly load the audio file? :| That brings us back to square one, unfortunately.
  15. Dmitry, I'll have to agree with watermanpc on this one - once 2.5.6 goes stable, the ability to create external (hell, even internal) mods becomes almost improbable. All of our work depends on trial and error, being able to discern what files do what, and how they sound/behave in the simulator is a mandatory step in the process of any mod in ANY title. Still trying to understand why there needed to be this change to begin with. It seems counter-intuitive in my opinion. Simply providing a list of "available" sdef files and their locations is not that helpful if we can't see or hear what the original files do, in order to improve or modify them. I wonder if authorized community content creators would be able to use the DCS SDK (the same one other third parties have access to) in order to continue making exceptional content, with even greater functionality. If you give us the right tools, this community can create even cooler/better content. The great thing about communities is that we all learn from each-other. Why limit yourself, or others, to be creative - as long as the company approves of it? :thumbup: I'd love to see the modding community grow, and help inspire ED to do even better. I hope that ED changes their mind on this - I can't imagine why they chose such drastic measures to "protect" their work. It's extremely frustrating. On an positive note, I do appreciate the example mod in the Docs folder! I was able to much more efficiently install mods that way. Similar to what ArmA 3 does, with their "Addons" folder. Bohemia Interactive actually provides their community a set of "tools" to develop content, if they so choose. Those tools are actually not available for public use, unless the user specifically wants to download and start developing content. It would be amazing if DCS took this approach to modding...
  16. New update (V3.10) is available. Big highlights: Compatible with 2.5.6 - install via saved games path (see Readme and changelog for complete info). Thanks all!
  17. :pilotfly: Hats off to you! Thank you so much.
  18. Sooo I can’t get full fil sound mods working. Has anyone found a work around?
  19. Protecting their work is fine - but leaving the community high and dry about such a change isn't favorable. Least they could have done is explain briefly in their patch notes, and demonstrate how these mods are supposed to be installed with said new change.
  20. I've heard that you can install sound mods now in the user > saved games mods directory - haven't tested myself so I can't confirm this... just curious about future mods, though, as this change really throws a wrench in development for future endeavours.
  21. Hey there community/ED Staff; Wanted to inquiry on a change a lot of us have noticed in regards to modding in DCS: World as of 2.5.6 The shared audio file structure has been hashed, and is no longer readable to anyone who browses the directory. Per-fidelity modules are still accessible, however, other audio files are no longer visible or accessible. This is a huge kick in the pants for some of us that have spent countless hours on projects to increase and enhance DCS as a product. Is there a reasonable explanation to this? How can modders move forward, and what type of actions are being taken so that the community engagement is grown - not hindered? The DCS modding community is extremely passionate, and DCS as a product will only grow as a result. Clear skies, -Intrepid
  22. Was this change completely necessary? How are we supposed to move forward with developing new sound mods? I was hoping for more community engagement when it came to content creation, not the opposite. Mods are a big part of this game, and a lot of people (myself included) in this community, want to see bigger and better mods. It will only help the life of this product...
  23. That looks amazing. I wish the afterburner shaders emitted light onto other surfaces - especially at night. :)
  24. Often times pulling content from YouTube is perfectly acceptable - for personal use... If you want to publish this work you'll need permission from the original creator, of course.
  25. New weather / clouds is high on my wish-list for DCS. This would be a great Christmas present from ED. ;)
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