spellir74 -> RE: Sound System in PCO (10/3/2010 11:47:43 AM)
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There are 'cannonada' (combat sounds in the distance); and 'winterscape' sounds on that for winter. There are not birds sounds (for summer) or barking dogs or urban congestion sounds. There is no delay between visual and audio at distance. Ie When you are a kilometer away from a shell hit and see it, you hear that explosion that instant too. Unfortunately I don't know of one game that has a 'distance delay' for sounds. Do the latest naval sims [big distances] even model that? Bad if they don't.) Regarding MP3. Aren't .oog better than MP3 for games? PzC uses .wavs I believe. Weapon and squad effectiveness is modeled for ranges. Meaning at greater distance, "firepower" is less effective. Generally the player just aims the squad's total firepower (abstracted Riflemen, LMG and SMG) at a target. If close range, then very accurate high firepower is applied. Different squad types --regulars, PzGren, SS SMG, Gebirgs, Fallshirmjg-- have different fire and accuracy potentials at different ranges(and diff morale and etc qualities.) (All unit qualities are all further modified by unit's experience; and medals too in campaigns.) Other than that, the player doesn't pick individual weapons inside the squad. Note though, Pionier squads have explosive pack choice; GebirgJg squads have a sniper choice; late war squads have Pz Shreck or faust choice; and close assault choice for all when within 25m (which models grenade and etc attacks). The squad audio triggered is always the same though. At least it was in earlier builds of PzC. (They come a little fast for me to explore all facets.)
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