That is what my friend said, but it is not even an option in that menu, which leads me to believe that something is really not working
New to the forums but not CDDA…
This is so epic and I’ve been playing all night with the ambient and it totally does make it more ‘immersive’.
Anyways, created an account to post this and hopefully get more out of CDDA as we go along…
Cheers!
~Icky
Are you using the console version? IIRC sound effects are only present in the tiles version (you can enable ascii in tiles too if you don’t like tiles).
Stupid question:
Are you scrolling all the way down in the Graphics menu under Options?
Yeah, i did scroll down all the way. That makes sense that it only works in the tiles version, as i was using the console version while my buddy was using tiles. He just zipped and sent me his whole gamefolder. I am pretty meh on the tileset but the sound effects are so amazing that it is completely worth it. My biggest issue with tiles is that it is not as easy to see enemies and it is difficult to recognise them based on sprite until you memorize them all. Also i am used to non-square tiles and a more zoomed out view. Either way I am getting used to it. Thanks for the help everyone.
Keep in mind you can turn off tiles under the graphics menu, no need for you to be stuck with a tileset you don’t like.
So, from those who are in the know:
What exactly is required for sounds to become mainlined in Cata?
Is anyone working on whatever this requirement is?
I think we have issues with a few sounds being taken from a different game so they need to go i think.
I to cant wait to see every sound implement i cant play cdda with out it now i Love them.
The sound set is a big list of sound labels and sound files, what is required for a working sounset is finding or making appropriate sound files for each different sound the game needs to make.
Finding sounds is somewhat complicated by them needing to be released under a license that allows us to redistribute them.
Is there a download for the list of sounds needed per chance
This post http://smf.cataclysmdda.com/index.php?topic=10390.msg251735#msg251735 linked the source file in git that has the entire list.
For some reason ambient sounds like rain is not getting any weaker when I go indoors. Does anyone know why this is happening?
Edit. Could be issue with loading and saving. Started playing again and now sounds are playing just fine.
Damn it yeah I second this
Rain does not fade out no more when indoors etc
Created a PR
EDIT
I cant see any thing that would have changed the way sounds work…but then again I am no dev LOL
Kevin or anyone else who can tell me.
So if I can record sounds etc to either wav/ogg/mp3 and upload them with permission like (feel free to use these sounds in Cataclysm:DDA) will that be acceptable?
I’d like to look into contributing even though I can’t program at all.
I noticed that there is a special sound for the airhorn in the files so I naturally tried to beat zombies with it.
But to my disappointment I only got the default bashing sound. So I started digging through the source files linked here.[quote=“Kevin Granade, post:171, topic:9710”]This post http://smf.cataclysmdda.com/index.php?topic=10390.msg251735#msg251735 linked the source file in git that has the entire list.[/quote]
So as far as I understand that, you can and NEED to define the firing sound for each and every gun in the game, without the corresponding entry in the json there will be no sound played.
(The AK74 i.e does not play a sound since its name has been changed recently)
But on the other hand every gun could have a different special sound as mentioned here.
According to that documentation you are supposed to be able do the same with melee weapons and in the download a few pages back a lot of work has been put into collecting sounds and assigning them to weapons.
But as far as I can tell that’s not how it works for melee weapons at all.
There’s 4 different melee weapon sounds that are played depending on the skill used by the weapon and the volume of it and an impact sound depending on the material.
More variants of those sounds are defined but I have not heard them being played.
Reload sounds are only being played when an NPC is reloading, not when the player reloads and other sounds like glass breaking or doors being smashed are sometimes not played at all.
Sigh, I only wanted hear the “honk” while beating a zombie to death with a bike horn and now I got a headache from trying to understand C++ with only mediocre java knowledge.
So take everything I just wrote with a huge grain of salt…
But less sounds actually being played has also its upsides: It should be a lot less work to actually replace them with copyright free files ( from https://www.freesound.org for example ).
And I personally think that even just the background ambience and the weather effects really improve the game.
Melee weapons used to be based off item ID, then it somehow got entirely rewritten and the documentation wasn’t updated.
Where can we see updates for the mod?
Great job, by the way! With the mod, I almost feel like back when I was a noob to C:DDA.
Due to the recent changes that have taken place within the latest experimentals, some things need to be changed so that we can continue to have sound in our games. Not sure if one of you guys is going to update the soundpack that has already been released, but just thought I would point this out to you.
The details can be found here:
[quote=“JazzGuru, post:178, topic:9710”]Due to the recent changes that have taken place within the latest experimentals, some things need to be changed so that we can continue to have sound in our games. Not sure if one of you guys is going to update the soundpack that has already been released, but just thought I would point this out to you.
The details can be found here:
http://smf.cataclysmdda.com/index.php?topic=11771.0[/quote]
Not a difficult fix.
Assuming you are using the latest version, just select everything in your data\sound directory except for the Basic folder.
Cut it.
Make a new folder called whatever.
Paste into the new folder called whatever.
Inside your new folder called whatever, create a text file called “soundpack.txt”.
Open soundpack.txt and paste this:
#Basic provided soundpack
#Name of the soundpack
NAME: Vulkans-Expanded
#Viewing name of the soundpack
VIEW: Vulkans-Expanded
into it.
Save soundpack.txt.
Start cataclysm.
Open the options menu and scroll down to the bottom where there should be a new option above the volume controls called “Choose soundpack”.
Select Vulkans-Expanded from the list.
Save your options and play your game as usual.
Thanks for adding that. It’s a nice, step-by-step guide for anybody who might not have a clue about this stuff…