Black Mesa

Black Mesa

32 ratings
Snap, Crackle, & Half-Life 2
   
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32.259 MB
5 Jul, 2019 @ 12:00pm
21 Jul, 2019 @ 3:44am
3 Change Notes ( view )

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Snap, Crackle, & Half-Life 2

Description
Install Notes:

After downloading it be sure to open a console window in-game and type "snd_restart", without quotes, and hit enter/return.

Description:

Adds or alters a few distant sound effects for various weapons and attacks in Black Mesa. With the exception of the MP5 and ground sentry, close range effects remain unaltered. I also disabled that annoying sprint sound.

I didn't aim for realism with this sound pack because the Source engine's sound system is a bit limited for that, and went for something closer to HL²'s distant effects. Besides, Half-Life is a sci-fi arcade action game and not a military shooter.

The Details:

The Glock
  • Distant sound sourced from ChestHole's assaultrifle distant sound from Cataclysm: DDA
The 357
  • Distant effect sourced from m97_far from RealRTCW.
  • The 357 distant sound shares the same file as the player sound, "weapon_357.Single" This is different from the rest of the NPC weapon sounds. Changing this shouldn't affect the player 357 sound outside of multiplayer. :) The "weapon_357.Single_NPC" parameter was also changed to share the same as player, just in the event of any unusual behavior.
  • Also fixed the NPC reload sound, as it was using a file that didn't exist and console was giving me hassle over this. Used the standard player 357 reload sound as it has two channels anyway.
The Shotgun
  • Distant sound effect source unknown. I think I got it from a Fallout: New Vegas mod. File: "wpn_riotshotgun_fire_3d_dist_02.wav". I didnt bother with double_npc.wav because I don't think the AI ever use it.
  • I added a pump sound to the NPC close shot sound. This is an ugly solution but it'll do... to do it right I would need the source code and add "SPECIAL1" or an equivalent to the NPC code.
The MP5
  • Close sound sourced from CS:GO (UMP45) because it sounds more mechanical and less hissy.
  • The distant sound is the SMG1 from MMOD for HL²+.
The 50cal
  • Distant sound sourced from "weapon_fire_rifle_distant" by ChestHole.
The Sniper
  • Sounds sourced from "EnfieldRifle.wav" by SuperPhat (freesound.org) and "mauser_far" from RealRTCW.
  • Changed reload sound level from "SNDLVL_GUNFIRE" to "SNDLVL_NORM"... WTF!?
  • Muted the close sound and rely on just the near/far sound to do both tasks.
  • A few more changes not worth mentioning; This NPC's sound scripts were FUBARed.
The Sentries (Ground & Ceiling)
  • Distant sounds sourced from HL² sentry and mp44_far from RealRTCW respectively.
  • Changed ground sentry close range sound to MMOD SMG1.
The 'Splosions
  • 6 distant sounds altered.
  • Distant sfx for main explosions sourced from HL².
  • The mine distant effect is sourced from RealRTCW rocket_far.
The Hivehand
  • "single.wav" and "bug_impact.wav" have had their right channel volumes lowered. Nothing fancy. At least you shouldn't hear either over the ballistic weapons and explosives from great distances now.
  • I changed "single.wav" level from "SNDLVL_GUNFIRE" to "SNDLVL_85dB" and added a spatialize ")" modifier. Changed "bug_impact.wav" level from "SNDLVL_GUNFIRE" to "SNDLVL_80dB".
  • Hivehand buzz sound has had its text corrected with the distance flag.
The Alien Slave
  • Added a very faint snap and crackling firework by sloppyjoe24 (freesound.org) for a distant effect and mixed it with the default close effect. Should sound like a weak lightning crack at a distance now.
The Houndeye
  • Added right channel to Houndeyes "blast1.wav" (sourced from RealRTCW rocket_far) and added a distance-variant character to it. In addition to this same sound shared by the mine I also added a slight rumble. You may never hear this addition outside of mods but there is no harm in adding it.
The LAV
  • Mounted gun is changed, but this was for the Abram's benefit because they share sounds for this weapon.
Note: The LAV's sound code must be banjaxed; it won't play either its default or new sounds correctly. My guess is that it was intended to be a slow auto fire cannon (with a pattern similar to a Strider) instead of the full auto pattern. The coder who handled its AI must not have updated it to reflect this change.

The Abrams
  • Mounted gun has the same close sound, but uses the same distant sound I used for the 50cal\LAV.
  • Its rocket cannon remains untouched for the time being.
Shells & Reloading
  • Shell "tinks" and reloading sound scripts have been altered so you won't here them over great distances anymore.
Extras:

Also included is a test map (and its source) called "distant_test" for testing out the various sounds. It doesn't include every NPC, but it might be helpful to anyone else who wants to build a sound pack.

ToDo:

The Apache hover sounds could use a change too. Might have to look at the alien controller at some point. I won't bother with the osprey or assassin because they sound fine.
17 Comments
Michael 14 Jun, 2020 @ 11:32am 
Cool mod
Wyrm 12 Jan, 2020 @ 11:36am 
Is this mod compatible with other sound mods? Primarily sound mods like Monika's Beefy Weapon Sounds?
Shodanbot  [author] 21 Jul, 2019 @ 10:03am 
Excellent. Glad I could help. :) Hope you enjoy the mod and Xen if you give it a go. I've yet to play it myself and think I'll wait for a full release.
ZED 21 Jul, 2019 @ 9:20am 
Yeah, you hit the nail on the head, the problem was the Xen beta thing. Finally got it working properly now. Thank you!
ZED 21 Jul, 2019 @ 8:53am 
Nope, not opted into the Xen beta. I think that might be my problem. The only other sound mod I have is for dialogue. I'll check and see if that fixes it.
Shodanbot  [author] 21 Jul, 2019 @ 8:42am 
Im guessing you have a sound mod that contains the file "scripts\game_sounds_weapons.txt" and it is loaded after my mod. This file describes to the engine what sounds it should choose. The standard script randomly chooses three separate wavs, IIRC. My scripted edited this to just the two new wavs added by my mod.
Shodanbot  [author] 21 Jul, 2019 @ 8:39am 
Okay. In my mod it is two sounds called "single1.wav" & "single2.wav". It chooses these sounds at random. I.E. First three shots might be the first .wav and the forth and fifth might be the second .wav, that sort of thing.

Anyway, I forgot to ask you a couple of questions: Are on the Xen beta? This mod was built with the Xen beta. Finally, do you have any other sound mods installed that the override the weapon scripts and/or wavs?
ZED 21 Jul, 2019 @ 5:41am 
Well crap, I tested it and it's still doing it. Maybe it's something on my end somehow? Don't know what it could be though, I have no other sound mods that would conflict with it.
Shodanbot  [author] 21 Jul, 2019 @ 3:47am 
@Zed It should be fixed, but if you would test it on your end that would be great. You can test all the sounds by typing "map distant_test"

And thanks for the feedback. :)
ZED 20 Jul, 2019 @ 3:24pm 
No problem! Pretty nice mod otherwise.