Door Kickers

Door Kickers

SiC's Authentic Sound Mod
114 Comments
[BRE] Léonard "le Fol" 26 Oct, 2021 @ 4:20am 
Ah... now I understand why you are a in game character, so you are not a dev but a player creator. Nice.
Certified Hydrophobe 3 Jan, 2021 @ 11:41am 
I think it is not compatible for some reason
NobodyNeuOnyx 18 Aug, 2020 @ 9:01am 
Is this compatible with Max's Warfare Mod?
Max Hetfield 27 Jul, 2019 @ 12:17pm 
No troubles with it, enemies and troopers sound like they should.

Love the assault rifle, sniper shot delay, and shotgun sounds. Silenced weapons could be louder.

Overall 4.5/5, thank you!
Wolfhound88 5 Feb, 2019 @ 6:32pm 
Same issue, seems enemy weapons have the new gun sounds but friendly guns sounds are vanilla.
Taberone 8 Jan, 2019 @ 4:27pm 
Not all weapon sounds have been replaced - The Shadow Pistol still uses vanilla gunshot sounds. Could this be fixed?
need ammo bro plz 14 Nov, 2018 @ 4:28pm 
enemy gun sounds were changed but my weapons still have same sound is there any way to fix it?
MoonChildInSky 10 Aug, 2018 @ 11:51am 
I like the shells falling and the whole mod !!!!
BHammer 24 Jun, 2018 @ 6:52am 
Hello is this compatible with IoV gear and weapons?
SiC  [author] 8 Apr, 2018 @ 9:26pm 
You should be able to just remove them from the mod folder, and the mod should still work.
Alternatively, try copying the game's shell sounds and replace the ones in my mod with them.
[WITRAG] Saeval 8 Apr, 2018 @ 9:23pm 
I would totally use this mod minus the shell noises.
Winiesflea 2 Apr, 2018 @ 4:29pm 
Yup, the shells hitting the floor ruins the whole thing.
Lazarus 29 Mar, 2018 @ 12:19pm 
I agree, the shells falling are pretty bad
I use Arch GNU+Linux 10 Feb, 2018 @ 12:37pm 
The sound of the shells hitting the ground is a bit much and kind of ruins the mod I think.
Hyperion Biga 25 Jan, 2018 @ 4:03pm 
Great mod indeed, like new game with this. But could the Scar-H be a bit less loud? It's considerably louder than anything else, and hurts my ears when played with headphones :D When other guns are on good level, Scar (the long scoped rifle ingame) stabs your ears with treble spike
burns 27 Oct, 2017 @ 4:30pm 
This game´s rich with ArmA high-fives :csdsmile:/ \:csgohelmet:
toNY 6 Sep, 2017 @ 2:04pm 
Great sound. like a new game with it. ty
rtyuR! 8 Jul, 2017 @ 10:34pm 
I love your mod SiC. Ty bro!. Please check my first map (CODMW 1, 2 and remastered Vacant map). https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=971203174
SiC  [author] 7 May, 2017 @ 10:22am 
There's no way to differentiate between what surface the troopers are walking on, sadly. There's either bullet casings landing, or not. At this point bullet casings are separate files. Prior to my mod there weren't any bullet casings landing at all, or at least no sound for them. When I added them to my sounds, the devs added a new folder for bullet casing sounds. But they are all generic sounds, nothing for grass or wood or concrete or anything specific.
pownageboy 7 May, 2017 @ 10:20am 
Gotta say the sounds are fantastic but idk about being able to hear the bullet casings land on the ground when the trooper is over different surfaces like on sand or grass.
SiC  [author] 30 Jul, 2016 @ 11:10am 
Hmm I don't know. Maybe ask in the discussions or on the official forums. I don't know what would stop it from working on Linux.
T3J4 30 Jul, 2016 @ 11:04am 
I'm having trouble getting this working on linux(ubuntu), even with what Comrade recommended. Are there any known fixes? Thanks
SiC  [author] 26 Jul, 2016 @ 2:32pm 
Haha that gives me a lot of joy to hear it! Some people didn't seem to like the half-second delay to the sniper-shot so I included the same sound without the delay, stuck in a seperate folder inside the mod folder. But I thought it'd be better to simulate a bit of distance for the sniper, and prefer it with the delay :)
whitehand2107 25 Jul, 2016 @ 7:17pm 
the sounds are beautiful. when i heard the sniper sound after the impact i was like "this is art."
Jennifer Lawrence 3 Mar, 2016 @ 12:56pm 
Tried the fix that Comrade recommened but nothing. still same stock sounds. im on Linux Mint
ComradeCF 6 Feb, 2016 @ 3:10pm 
The sounds do not work in Linux/SteamOS. This can be fixed by making sure the names of the directories in sounds/ are all lowercase. This is because directory/filenames are case sensitive in Linux.

E.g.: "sounds/Weapons/" should become "sounds/weapons/" etc.

Great work on the sounds though!
SiC  [author] 20 Dec, 2015 @ 12:18pm 
You should be able to just delete them, or copy the original files over them.
< NA127:I2P {↑13%📈} > 20 Dec, 2015 @ 8:32am 
Any release of this without the gun shell sounds?
HUNTER 10 Oct, 2015 @ 3:54am 
Have a good journey SiC!
SiC  [author] 9 Aug, 2015 @ 4:10pm 
I would, but there's not much point. Since I'm traveling I haven't had the time or the internet to find and create a bunch of new sounds for the newer weapons. For the moment some weapons have the same sounds as others. At some point in the future I will try to remedy that, and I kept a list of the weapons that need new sounds. But for the time being I have too many other things on my mind with visas for other countries, expiring passports, expiring bank cards that need to be shipped from overseas, finding and keeping a job to pay for the trip from NZ to AUS etc. :)
G0rgonP0rnstar 9 Aug, 2015 @ 12:35pm 
Please add a video demo for the current (1.6) version, thank you.
SiC  [author] 24 Jul, 2015 @ 6:15pm 
The echo indoors does actually make sense. It's not a rolling echo like you would have outdoors, with exception for the sniper ofcourse. The echo indoors is the sound bouncing of the walls. That's what I was trying to go for :)
Shells are a little bit too loud, I agree. I'm not currently able to do much about it though, and as for them always falling on a stone floor, there is no way to differentiate in DK. There are just generic shell sounds, not specific sounds for each surface that they might fall on. I could randomize it I guess, but that wouldn't be better: you could get concrete sound on grass and vice versa.
Vojtas 24 Jul, 2015 @ 7:07am 
Shells are too loud and they always fall on stone floor. Also I don't like echo like. It's nonsense when you shot indoors.
Scrotum Scratcher 22 Jul, 2015 @ 3:57pm 
love the sounds but god the gunfire and the shells man.... too loud!
Booth 24 Jun, 2015 @ 11:42am 
Seem to be having a problem with this mod, the doctrine tree doesnt recognize that ive unlocked the breacher class, even tho i can use it in game, when i disable the mod i can invest point in the doctrine breacher tree, but when the mod is active its locked. Does anyone know a fix for it?
(love the mod btw =D)
GTY2 23 Jun, 2015 @ 10:38am 
I love all the sounds , but that's really loud . if the volume matches the squads voices I will subscribe at once . btw , nice job bro
R3SPL3ND10R 13 Jun, 2015 @ 6:03pm 
Love it, Thanks!
Solomeister 23 Mar, 2015 @ 3:51pm 
Very nice mod ! Thank you very much :D A bit loud but for the moment it doesn't matter it really adds a new dimension to the firefights :)
FOXTHUNDER 1 8 Mar, 2015 @ 5:37pm 
Awesome mode!!
bussy destroyer 27 Dec, 2014 @ 1:50pm 
I appreciate the feedback. On the upside that was the only thing that really stuck out :p. I'll definitely check back in as it progresses. I feel like you've done well capturing the oomph behind close quaters weapon fire.
SiC  [author] 27 Dec, 2014 @ 1:44pm 
The brass is something that does need a bit of volume reducing, I agree. I will try to work on it in a future update.
bussy destroyer 27 Dec, 2014 @ 1:32pm 
Tried it out and unsubbed because the ear shattering brass casing hitting the floor. it triggers my autism to hear that so loud as well as hearing it when I'm shooting on grass.
Gliptal 27 Dec, 2014 @ 3:06am 
Don't worry, I actually got used to it!
SiC  [author] 26 Dec, 2014 @ 7:10pm 
Hi Gliptal. The only way to lower the sound of the footsteps is to lower the decibel volume of each file manually. I am currently backpacking through New Zealand and as such I haven't been able to work too much on the mod. New weapon sounds are currently just copied and pasted from existing ones and other work is at a standstill untill I get back home, which might still be a little while. Internet here is very slow and usually has data limits which means I can't do much most of the time. Anyway, I'll look into it at some point in the future when the situation allows for it. Glad you like the mod though!
Gliptal 23 Dec, 2014 @ 1:55pm 
Amazing mod! Is there any way to lower the footsteps though? It's the only (really minor) quirk I have. Oh and your portrait is one of my two pointmen.
SiC  [author] 19 Dec, 2014 @ 3:33pm 
Yes, it should work with the latest version. I don't think they updated the version number and it worked all along even if I hadn't updated it :)
Awesome! 18 Dec, 2014 @ 7:44am 
Awesome mod! Is this mod compatible with the latest version of Doorkickers?
SiC  [author] 13 Nov, 2014 @ 1:51am 
The shells are seperate files, but the only way to get 'rid' of them is to replace them by different ones, like the original files that get overruled by the mod. There didn't used to be shellcasing sounds at all untill I added them to my sounds in an earlier incarnation of the mod, and the developers decided to add them as well, but as seperate sounds.
Norðmaður 12 Nov, 2014 @ 3:06pm 
Great realistic sounds, but the shells are annyoing how can i remove them?
Neon Reaper Mk. VII 6 Nov, 2014 @ 3:08am 
okay now im good ;D i change the 2 files with audacity and cut out the delay so it's perfect now :)