BMS Revamp Sound Mod

So I have noticed there is a problem with one sound that I put in the pack…

The trash compactor sound…

Actually let me rephrase it… There is nothing wrong with the sound I have made… It sounds a lot more clunky on start up and has more impact… But the problem is the trash compactor… Which are doors… Stop and start about 4 times… Breaking the looped sound I have made… So I am not updating the pack… Because the trash compactor should not stop and start 4 times… It should only slow down so that is not my fault that the doors or whatever entity they are stop then start again.

This is just one of those things so if you backed up your files you can replace the original sound of which I based the sound off anyway… I only added a start up noise…But it’s not a major issue and I am not updating the pack for this… I’ll wait until I lay my keen eyes on a gonarch before that happens.

How are you finding the pack DADSTER?

Liking it a lot.

One suggestion, the vox at the end of retinalscanner_access_denied01.wav comes in a little too early. The voice overlaps the double-beep sound. I think it would be better if it followed the double-beep sound.

I think TextFAMGUY1 could use some of the distant battle sounds in the train yard for OaR Uncut map B2. I think he mentioned that he didn’t have a lot available to him to choose from.

A reminder that the link in the OP for the Particle Enhancement mod is still broken. You should replace it with the working link I provided.

Also, in your OP you give credit to “Xalena”. Did you mean “Xalener” instead?

Thanks for doing this. I’ve done some sound packs for other games, so I KNOW this was a lot of work.

Well done !

Text should put the crickets singing too… I already mentioned this to him before but he shrugged it off… Nevermind…

I swapped that link… I will do it again…

I will fix the credit…

Yeah I think i did just over 2 weeks more or less solid on this soundpack… Thanks for the feedback… I really don’t plan to revisit this or do any updates until a later time… I think It’s brought the sound up a notch with the new animations and particles anyway which is what I set out to do… Depending on what the animation revamp does I may have to update it… But like I said I want to call it here on this pack for the time being at least for now.

You’d think with it being such a large area, that some cricket sounds would be appropriate in the rail yard in Text’s B2 map.

exactly and totally canon…to bring the atmosphere of desert night

Indeed!

When I installed this it seemed to kill STUncut. I liked some of the changes like a louder alarm after the resonance cascade, but the part in the OP about “Please note that using these mods with custom maps have caused instability in game…” turned me off, along with the (IMO) awful revolver sounds. Sorry but it sounds like they were pulled from some old western, too dramatic, and the sound isn’t nearly as clean as everything else. Oh yeah, I also like the idea of having old VOX sounds, but if it doesn’t replace everything it’s just gonna seem off. I didn’t test it, but isn’t the part where the military takes over the VOX voice a new line added in BM?

Yes indeed I had the same problem I am not sure what is causing the problem if it is just too much strain on the engine with all these elements combined and the uncut maps?

The uncut maps are more ambitious in scope in some ways in terms of how much is going on at a map level and these mods make more going on at a core level.

Feel free to swap out the sounds you do not like for something else sorry you do not like the magnum sound I really like that sound so It’s a matter of taste I guess.

The original Half life sound can be heard here
https://www.youtube.com/watch?v=FoFS4YxK9SI

I really did not want to touch the female vox lines that the team did I only wanted to bring back the classic male vox where appropriate.

I have not tested it but you should be able to use most of what is in this pack without the animation revamp as this is only sound files, meaning that the animations are probably more intensive so far as memory usuage goes and my sound files will do little to hinder performance.

Sorry It turns you off it but that is the way it is at the moment.

I don’t know about this or atleast all that much but I can only hope that the port to 2013 SDK with multi-core support may improve performance and make this all a non issue but we are all still using 2007… Unless a dev confirms that all these mods can harmonize under their current build in 2013 then take it as they don’t work together and may never work together due to engine resources.

Hmm, well thanks for the reply, it’s too bad because I was interested in the changes, but I since I can’t use it with additional maps it’s definitely a deal breaker. :frowning:

no probs in an ideal world… I would hope for the core experience improvements and the cut content restored also… Fingers crossed eh :slight_smile:

Got a bit of time off and I have made a few further changes to this pack and will be sharing them on this post in the form of a patch.

A few things I have managed to improve are as follows

  1. Hivehand Buzz script fix and sound alteration added phase effect to make it sound a bit more alien and bug impact noise has had a change in pitch
  2. Weapon explosion sounds will no longer sound different depending on where you a situated in relation to the explosion
  3. Improved / changed a few sounds crossbow shoot shotgun double and fixed tripmine deploy and activate sounds as I did not do this properly.
  4. will patch trash compactor door noise but will put sound in the redundant folder labelled “Continuity Error”
  5. a few ambient sound alterations
  6. trying to fix Helicopter rotor blades between hover and idle (I am testing this now)
  7. new TOW shoot sound and deploy and retire sounds
  8. I will alter Access Denied as per Dadster request
  9. shuffling the zombie sounds about a bit
  10. new shoot and die sound for ground sentry turrets
  11. Bull chicken sound improvements

And I think that is about it… Has anyone got any suggestions or something in my pack that they really did not like, or something from the vanilla game that bothers you sound wise?

I will put the patch up in the next few days.

Quick update

Things are progressing nicely and have made some nice improvements especially the hivehand and explosion volumes are no longer effected by the players position.

So for bullsquids have better sounds now than I had done previously and the splat attack is mixed with the acid burn noise which I think is quite a nice touch.

Zombies have been greatly improved upon from my last iteration they are now more quiet creatures akin to Half life 1 zombies but if you burn them they scream like HL2 zombies and this works ever so well in my opinion.

I am going to be looking at some soundscapes and plan to make a few minor adjustments but nothing radical but I will be putting rat sqeaks in on a rail in the tunnels and I also plan on putting cockroaches scuttling in we’ve got hostiles room with the cockroaches.

I would like to add a horror sting when the ichy eats the scientist but cannot seem to locate the sound the scientist being eaten makes in the files but it’s in there somewhere.

I have also improved the Gauss canon overcharge noise slightly

But I am holding off releasing anything until I can get an answer on various instances of when gordon get’s hit by Alien grunts kicked by assassins clawed by a vortigaunt or tail whipped by bullsquids. There is no sound in any of these instances as in being on the receiving end of it, and I am waiting to find out if script entry’s to play sounds can be added at these points, as I think this would really make a great improvement.

But in turn to the melee hit I also need to add swooshes to the assassins kicks and alien grunt punches and barges.

The last thing that has me wondering if the houndeye tinnitus option in the menu does anything? I assume this refers to sonic.damage but I doubt this is working

OK I have managed to escape thus far from any flooding but it is still a very real possibility it can happen again. But I have now done a full update on the pack and changed quite a bit more as I paniced a bit last week.

The Full update will be on the first post of the thread. Any issues please let me know

If you are an existing user get the update [COLOR=‘Lime’]PATCH

If you are a new user a full updated release will be available as [COLOR=‘Lime’]ABSOLUTE FINAL UNTIL XEN

It comes with the M4 shoot sound as default if you are using the MP5 a new sound scheme is present there for it at the root. I have altered the long animation sounds and the shoot sounds.
You can swap between them as and if you choose between the mp5 or the m4.

It’s been a lot of work but I am a lot more pleased with the new version and it has been improved quite a bit overall.

Thanks for trying it out and I hope you enjoy it!

PS dragunov I tried to improve on the 357 sound and give it more echo as per your request. I think it is a bit better now.

Certain soundscripts did not work so I have done all I could do within what is working to add and alter sound but in some instances where there is no sound I have managed to add sound but in others the code just simply is not there to play a sound and this is something I can do nothing about in terms of npc’s.

As for the realase there were a few wrinkles that needed ironing out… So there are new links but nothing major has been altered…There will be no more updates to this as of now unless someone reports a major probelm.

How can I make grunt idle sounds play again? thats the only thing I didn’t like

This will reverse it back to normal, but please be aware anyone else back up your sound and script folders before installing this sound mod as then you can revert the changes yourself for whatever you do not like. as sound is picky I appreciate that.

Grunts idle sounds restored link below.

https://www.mediafire.com/?vi65th7uw6oo9ot

Glad you are enjoying it :slight_smile:

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