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I do not believe I would be able to do that since there will probably be code that has changed in the Random Sound Events Framework due to PZ launching into a new build. I do not know how to code. Hopefully the dev of Random Sound Events updates the mod or someone in the community with coding knowledge reuploads Random Sound Events and updates it for the future build.
I am currently myself still am using B41 as 90% of the mods I use are not supported for B42 and I use 750+ mods all-together.
I see, sorry for the mistake. It seems that the Random Sound Events mod is not going to be updated because the creator hasn't given any sign since Build 42 was released. Would there be any chance for you to update it (giving all credits to him, of course)?
If i'm not mistaken: this mod should be fine on it's own. The fate of Anarchy depends on if it's dependency (BASE MOD) Random Sound Events gets updated for B42 as my mod depends on Random Sound Events to function.
Yes, once the cutoff day is reached: all sounds from this mod in particular stop playing.
If you'd prefer the sequence to last more than the default set of days: you can extend the period in the configuration.
enjoy the chaos!
MIN (minutes) cooldown: 1.0
MAX (minutes) cooldown: 1.0
That was for the video I believe. I could be wrong.
By default settings when first subscribed: the Anarchy should end after the first two in-game days.
Hope this helps.
I use this for the beginning of every run.
@SpokenPlague
Sirens are part of the main mod, you can deactivate everything in sandbox settings.
"Random Sound Events" in general should be configurated for personal taste.
It's not a "plug&play-nobrainer".
Absolutely fantastic work on this! Really going to set the tone once it all stops on day 10.
Actually, I used Lowpass filter for many of the samples. Now, when it comes to sirens, I tend to tread very lightly with the amount of application via Lowpass otherwise the Siren tones will heard as if from the perspective indoors, heard through the walls, windows..etc. There wasn't as much as I could do with those samples in that matter. Same with some of the horn samples-especially ones that had engine audio combined into it already.
And, with the chaos. I never thought too much of man vs man with the sample library I setup. It's pretty much for the initial infection of panic, catastrophe.. besides the riot/protesting audio.. Generic audio. The gunfire heard from the library is simply people expressing their 2nd amendment rights purging the undead lol
I've given thought into blending the current samples together. Haven't attempted as of yet.
I still need to create more car crash samples.. It takes a lot of editing and time to create those to sound just right. Thanks for the suggestion.
Just a few ideas of how I think it'd really go down in such..
Another example, during one of the crowd/riot events, have police shouting into megaphones, then tear gas deploys, and then suddenly someone screams and gunfire breaks out. Things devolve into chaos, cops try to contain the situation but they can't.
Well, If you're going by Zomboid lore logic: This entire sound library is unrealistic as it uses sounds recorded in real life and doesn't use any samples from the Project Zomboid sound library.
Vanilla Zomboid has the city of Louisville. Now there are many other cities via mods on the workshop such as RavenCreek to which, this soundlibrary was made for.
I liked the other ones tho
And, when I update there may be several more updates minutes to hours between the first to tweak the samples to sound just right.