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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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It's been a while since I played the original IL2 series but if I remember correctly that did include screaming from a pilot when shot down.
The OP's suggestion might sound tasteless but perhaps we do sometimes need to confront the reality of combat and discard the sanitised version as presented in computer games. |
#2
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Great idea but very hard to do. You'd have to re-create authentic coms. While I love the idea (because adjusting a slider is useless if you can't sense the state of your crew or squad) it's hard to pull off.
For example a squadmate (AI) would break off but you'd never really get the feeling that he's in panic. On the other hand side he'd have to communicate realistically with you. And that would require a damn lot of sound samples. I still love the idea though. Most people that are against it are just overreacting. They imagine gory things going on ingame while being okay with eating a steak for lunch. Good job. The thing is that this would set the game ahead again in terms of realism. Screams are fine and "announcements" too. What's so wrong about your rear gunner announcing your tail is gone or that he is hurt? What about him panicking because your tail is gone and wanting to jump out? So +1 for the idea. But I fear it'd be very hard to implement. |
#3
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You are simply making things up (you have no idea why we object to the suggestion so you make one up), it seems like a waste of the developers time and resources... Perhaps those mythical CloD modders can get the screams working for you and Tav.
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#4
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Last edited by PotNoodles; 08-23-2012 at 06:44 PM. |
#5
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![]() If you don't even explain why you object the suggestion it's obvious that people have to assume if you don't say anything useful... If you have a valid point against implementing his suggestion - how about actually posting it? I posted some cons and pros. I even responded to your post because, to me, it felt very much useless. Bravery and Discipline doesn't really offer much valuable feedback in game. Sometimes you can't tell if the AI is just stupid or under the effect of B&D. I also added that it's not just about screams and gore. But about valuable feedback. And if you post such stuff: "I have no desire for screaming bomber crews, did they scream a lot?" - it's obvious what your main point is. But do you seriously believe that a crew didn't interact? Voiced incoming bogies, damage to the plane, fire, etc? Historical documents aside - I'm very much sure you know what the answer would be... ![]() |
#6
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![]() Last edited by von Pilsner; 08-23-2012 at 07:33 PM. |
#7
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Up 2 posts from my initial post is nothing you posted.
And if you're talking about your second reply, why not quote your paradoxon as a whole: Quote:
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This lack of innovation openness is killing CloD and probably killed it. People are demanding useless stuff that costs a ton of rescources to implement and refine (colors anyone?) but the game itself is completely VOID of innovation. Nay sayers everywhere. Killing every spark of innovation and argueing over plane performance so their side wins. The game still feels lifeless and dead though. If things stay this way then BoM will be the first and last expansion for sure... ![]() Last edited by Madfish; 08-23-2012 at 08:04 PM. |
#8
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A few minutes work, here is a sound player in .cs form. You can call it from within the mission script quite easily.
The wav files go here: Steam\steamapps\common\il-2 sturmovik cliffs of dover\parts\Sounds If you use the loop be sure and kill the sound when the pilot dies or the mission ends. Code:
public void playSound(string sound, int trigger) { try { SoundPlayer singleSound = new SoundPlayer("parts\\Sounds\\" + sound + ".wav"); if ((trigger < 0) || (trigger > 2)) { trigger = 2; } if (trigger == 0) // To play a sound { singleSound.Play(); } if (trigger == 1) // To loop a sound { singleSound.PlayLooping(); } if (trigger == 2) // to stop looping { singleSound.Stop(); } } catch (Exception e) { } } and / or Check the amount of damage done to pick more intense screams (or sobs). EDIT: call the function like this: Code:
playSound("scream01", 0); ![]() Last edited by von Pilsner; 08-23-2012 at 08:51 PM. |
#9
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I'd like to see this if it was done right though, but mainly as a part of a whole update of crew interactions, such as shouting out contacts, celebrating when getting kills, panicking when things get hairy etc. Last edited by Kupsised; 08-23-2012 at 04:56 PM. |
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