Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #31  
Old 04-24-2011, 03:21 AM
Sokol1's Avatar
Sokol1 Sokol1 is offline
Approved Member
 
Join Date: Oct 2007
Posts: 727
Default

"...sound of a Spitfire Mk. IX is recorded for the benefit of a new computer game."
"...a Swedish company involved in the development of the game." Well, not for CloD.

http://spitfiresite.com/2011/04/sound-of-a-merlin.html

Sokol1
Reply With Quote
  #32  
Old 04-24-2011, 06:53 AM
sigur_ros sigur_ros is offline
Approved Member
 
Join Date: Feb 2010
Posts: 74
Default

Quote:
Originally Posted by zwiebacksaege View Post
but saying that its too expensive to place proper sounds and at the same time spending lot of (also expensive) time for proper ultra realistic exhaust flame sequence is simply mismanagement...
Sound detail should match game detail. IL2 was excellent sound for 2001. 10 years later and we have youtube with thousands sound samples and we know what these planes sound like, but we are still listening to placeholder IL2 droning sound! IL2 had wind sound but that is gone. Guns, flak, explosions all sound like drums. Open cockpit sound the same. No environment effects. If these are not placeholder for Sound Engine 2.0 then I fear for this company's future.
Reply With Quote
  #33  
Old 04-24-2011, 08:26 AM
addman's Avatar
addman addman is offline
Approved Member
 
Join Date: Mar 2010
Location: Vasa, Finland
Posts: 1,593
Default

You'd think the sound engine is one of the first things you'd finish in a game. I really like luthier and co for putting CoD out there and I'm soooo grateful for that but somehow it just boggles ones mind. Where did prioritizing go during development? Isn't the very first thing you do when you create a new game -sequel- to go through what needed improvement from the previous one and then improve on it?

I love CoD and can't go back to 46 now but this game is stepping backwards in some regards. Radio comms for example, first I thought it was just a bug that they didn't work but now -after some patches- I'm actually inclined to believe that they actually haven't implemented them at all! That's not progress, that's called regress LOL! It's with a bittersweet feeling I continue to play this game.
__________________
Reply With Quote
  #34  
Old 04-24-2011, 12:34 PM
gflinch gflinch is offline
Approved Member
 
Join Date: Nov 2009
Posts: 45
Default

Personally I've made closer sounds in the bathroom. Sorry, just hearing that makes me a bit sick.

Someone mentioned about 2 ears 2 eyes, and the 50% that sound plays. Well if you study a Movie for instance, sound is very important. To quote a random filmmaking site:


The sound in a motion picture is composed of dialogue, music and sound effects. The most important thing that film students must learn is 90% of a motion picture is sound.The picture is far less important than the sound. Here is why:
The audience can only look at one picture at a time. Yet the audience can hear dozens of distinct sounds all at the same time and separate and process all that information... if it is done correctly. Therefore, much more information can be transmitted from the filmmaker to the audience via sound than via picture.

Reference:
http://en.wikibooks.org/wiki/Movie_M...l/Sound_Design

This isn't always exactly how it is in reality the way sound is portrayed in movies, but should a simulation be any different? We have things like simulated head shake, force feedback, red outs/ black outs on the screen, all to represent what is happening in the simulated world.

So why is sound cut short with the il2 games, and particularly COD? We have outstanding visuals, as we should in this day and age, but sounds from 10 to 15 years ago?

Referring to the filmmaking quote above, sound is actually more important than the graphics, since sound can portray more of the world around us than what we see, it adds depth and emotion to what we experience with our eyes.

I am not implying that the sounds should not be realistic, but they can and should be exaggerated from time to time to convey the emotional response as if you where really there. The power of an explosion, the creaking and stuttering of the metal stress in a dive, the sound of a flypast, these sounds should aw us, startle us, and help us to realize action needs to be taken.

Just as a for instance, we have all seen the movies that have been put together with the old il2 series. The graphics where pretty good for the time as we already know. But when they added real engine sounds and some exaggerated explosions along with a few visual effects, you would pretty much forget about the older game graphics, and think, wow what a great movie. A lot of credit must go to those that put these movies together!

So sound in a movie OR a simulation is just as or more important to the immersion factor as the graphics.

Let's hope that in a short while these will be addresses by the devs and the community.

Ok, stepping down from my soap bow now.

Thanks for reading.
Reply With Quote
  #35  
Old 04-24-2011, 12:50 PM
kimosabi kimosabi is offline
Approved Member
 
Join Date: Dec 2009
Location: Svalbard
Posts: 439
Default

There sure are certain aspects that lacks big time. As have been noted before, the sounds we have right now(external engine for example) HAS TO BE placeholders. It can't be anything else IF this truly is a state of the art combat sim. Which it is showing us to be more and more as the patches pile up.

Like, when you try to kill your DB or forget about pitch etc. and the rpm exceeds 3000rpm, the sound disappears in cockpit.... I hope thats not a game engine limitation of some sort.

There are people that won't take notice at all, but once the sounds are up to par, they will. Doesn't matter how much knowledge you have about sounds, true quality always speaks for itself.

Oh, I've bailed out of a 109 four times now, not one time did the chute open. What's up with that? lol
Reply With Quote
  #36  
Old 04-24-2011, 01:07 PM
Strike Strike is offline
Approved Member
 
Join Date: Jul 2010
Location: Norway
Posts: 684
Default

Quote:
Originally Posted by kimosabi View Post
Oh, I've bailed out of a 109 four times now, not one time did the chute open. What's up with that? lol
Try looking under your pilot menu and make sure "parachute" is ticked
Reply With Quote
  #37  
Old 04-24-2011, 01:13 PM
BigPickle
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by kimosabi View Post
Like, when you try to kill your DB or forget about pitch etc. and the rpm exceeds 3000rpm, the sound disappears in cockpit.... I hope thats not a game engine limitation of some sort.
I'm certain its because the overspeed or in this case over rev sound effect has not been added in.
See the way it would work would be the high engine RPM sound will fade out to say -3db and at the same time the Overspeed sound will fade in to say +3db. Then the reverse to return to normal.

This shows also that the sounds are very far from complete with wholey missing files too.
Reply With Quote
  #38  
Old 04-24-2011, 02:41 PM
Mysticpuma's Avatar
Mysticpuma Mysticpuma is offline
Approved Member
 
Join Date: Jan 2008
Location: Bromsgrove, UK
Posts: 1,059
Default

Oh, BTW, if anyöne considers sound to be less important for immersion and atmosphere, get hold of a copy of "Dead Space'. A game that really shows why sound can make an incredible difference! CloD sounds awful externally, I hope we can get a Jafa or Tiger sound mod in the future. Cheers MP
__________________
http://i41.tinypic.com/2yjr679.png
Reply With Quote
  #39  
Old 04-24-2011, 02:47 PM
kimosabi kimosabi is offline
Approved Member
 
Join Date: Dec 2009
Location: Svalbard
Posts: 439
Default

Quote:
Originally Posted by Strike View Post
Try looking under your pilot menu and make sure "parachute" is ticked
Ofcourse it's ticked smartass. It's ticked at default, I ticked it back and forth a few times, ticked it again and after my fifth chute that failed to open in a row, I went back to the pilot page and assured that it was ticked. The pilot also wears the bloody thing when I watch him plummet into his death. lol

Quote:
Originally Posted by Mysticpuma View Post
Oh, BTW, if anyöne considers sound to be less important for immersion and atmosphere, get hold of a copy of "Dead Space'. A game that really shows why sound can make an incredible difference! CloD sounds awful externally, I hope we can get a Jafa or Tiger sound mod in the future. Cheers MP
I'd say that in many cases it sounds awful even internally. MG's on the 109 sounds like some dude is hitting a bongo drum. No person can concince me that that's sound resonance from a metal cockpit. Not when you have the MG's directly and un-dampened directly in front of your nose. On the outside they sound kewl though, in contradiction to the moped engine.
Reply With Quote
  #40  
Old 04-24-2011, 04:54 PM
Strike Strike is offline
Approved Member
 
Join Date: Jul 2010
Location: Norway
Posts: 684
Default

Quote:
Originally Posted by kimosabi View Post
Ofcourse it's ticked smartass.
Yeah work on that viking attitude of yours please, I was trying to help.

secondly, about the parachute, you're doing it wrong.

I've seen this happen on occasion with other AI parachutists, so I assume there is some kind of % chance that the chute will fail (just like in real life). Maybe you are just winning the lottery over and over again
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:01 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.