Project Zomboid

Project Zomboid

Random Sound Events ANARCHY
Burkanx  [developer] 22 Dec, 2022 @ 11:27pm
Suggestions
Feedback is appreciated. Depending on suggestions whether it may be adjusting a current sample or adding new samples. Future work may be added in and/or improved on.
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Showing 1-4 of 4 comments
Ross 27 Dec, 2022 @ 3:13pm 
Excellent content! Very immersive, thank you for all the hard work; I'm looking forward to any future updates to this pack, for sure.

As far as suggestions go, I'm curious if you'd be interested in composing an "Emergency Response" pack also, sometime down the line? Specifically containing more sounds indicative of disaster relief, evacuation, shelter-in-place, and other relevant prosocial government and spontaneous civil responses.

This Anarchy pack, after all, pretty much completes and fulfills most of the need for "chaos and panicking" antisocial aspects of an immediate disaster, but satisfying a realistic catastrophic disaster scenario requires indication of the far more prevalent prosocial behaviours that actually occur in direct response to civil crises, hazards, and disasters.

For context, 'Emergency Response' prosocial behaviours would start with primarily community- and neighbourhood-led actions and responses (church gatherings, neighbours helping neighbours board up homes or secure resources), particularly communally-embedded shelter establishments (schools and community centers are designated already for most disaster response scenarios), and other actions led entirely by the local population for the first few days of a crisis prior to the arrival of organized and planned institutional response efforts.

The next phase would be a combination of both the aforementioned communal direct action ("neighbour-helping-neighbour" action) followed by an increase in institutional responses (police, firefighters, EMTs).

The last phase would be a decline/cessation of communal direct action (as most civilians are either boarded up in homes or schools, or have been bitten/died and become zombies), replaced by arguably antisocial institutional responses (national guard and military efforts arriving too late to be very helpful, providing too little or the wrong resources too late, and instead focus on a *heavy* anti-undead defensive that rapidly fails and proves insufficiently organized to beat back the growing hordes) including the breakdown of institutional organization completely as the last, dragging-on stage (cops and military turning on civilians).

TL;DR: It'd be dope to have some Anti-Anarchy sounds to play for the first ~3 days, so that I can have the Anarchy sounds be pushed back to kick-off on day ~2 and last for a few longer days than the "Disaster Response" sounds / longer than normal. I want to hear society seemingly succeeding at fighting the apocalypse on the very first day, before that hope is rapidly eroded to be replaced by the collapse of society the succeeding days. Either way, my wishful thinking is just inspired by the excellent quality of this Anarchy pack, so thanks again for the excellent work on this here pack! Cheers
Burkanx  [developer] 28 Dec, 2022 @ 11:18am 
Originally posted by Ross:
Excellent content! Very immersive, thank you for all the hard work; I'm looking forward to any future updates to this pack, for sure.

As far as suggestions go, I'm curious if you'd be interested in composing an "Emergency Response" pack also, sometime down the line? Specifically containing more sounds indicative of disaster relief, evacuation, shelter-in-place, and other relevant prosocial government and spontaneous civil responses.

This Anarchy pack, after all, pretty much completes and fulfills most of the need for "chaos and panicking" antisocial aspects of an immediate disaster, but satisfying a realistic catastrophic disaster scenario requires indication of the far more prevalent prosocial behaviours that actually occur in direct response to civil crises, hazards, and disasters.

TL;DR: It'd be dope to have some Anti-Anarchy sounds to play for the first ~3 days, so that I can have the Anarchy sounds be pushed back to kick-off on day ~2 and last for a few longer days than the "Disaster Response" sounds / longer than normal. I want to hear society seemingly succeeding at fighting the apocalypse on the very first day, before that hope is rapidly eroded to be replaced by the collapse of society the succeeding days. Either way, my wishful thinking is just inspired by the excellent quality of this Anarchy pack, so thanks again for the excellent work on this here pack! Cheers

Thank you. I appreciate your feedback. Currently with the sound libraries I have and with how PZ as well as the Random Sound Events mod is set up: I don't think that'll work out too well with immersion along with gameplay. For that to work you would want the population settings to start critically low which in return: makes the world start silent hill-like empty and along with that making it easy to setup your shelter and get materials. I do get that in outbreak scenarios there will be those who have time to prepare though just without any entities as well as NPC's I don't see it fitting in well with the current PZ version. I also don't have the samples for these specific situations and scenarios you suggested. Now, I have thought of including helicopter samples, fighter jet samples and other military audio samples but decided not to since All you would need to add for realistic immersion is just enable the Expanded Helicopter Events mod and set the appearance settings to frequent on the first week then, adjust the frequency to normal settings until the cut-off day.

Now I will add more samples to this pack as I am working on some more currently. Though, my selection is finite but I do find new samples occasionally throughout the days.
RagingLoony 28 Apr, 2023 @ 9:46pm 
IK its been a while and you probably aren;t working on this anymore, but I had a suggestion anyway, Would it be possible to stitch a bunch of the sounds together to make quite long tracks that play instead of lots of individual little ones? The idea behind this is to work around the kinda of crap way RSE is implemented for this kind of thing. With it as is right now, for this pack to really shine you need very frequent sound events to happen, which causes lots of events to trigger, so mass amounts of zombies get pulled to your cell, and the ones immedietly around you start doing a sort of circular dance. Enabling deaf zombies makes the whole thing a little pointless outside of ambience. This way, with longer tracks, its only technically one event that plays, so the zombies start heading towards it, like something is happening a few streets down, that way the zeds consistently move, and you get the feel of constant events going on around you
Burkanx  [developer] 2 May, 2023 @ 1:09pm 
Originally posted by RagingLoony:
IK its been a while and you probably aren;t working on this anymore, but I had a suggestion anyway, Would it be possible to stitch a bunch of the sounds together to make quite long tracks that play instead of lots of individual little ones? The idea behind this is to work around the kinda of crap way RSE is implemented for this kind of thing. With it as is right now, for this pack to really shine you need very frequent sound events to happen, which causes lots of events to trigger, so mass amounts of zombies get pulled to your cell, and the ones immedietly around you start doing a sort of circular dance. Enabling deaf zombies makes the whole thing a little pointless outside of ambience. This way, with longer tracks, its only technically one event that plays, so the zombies start heading towards it, like something is happening a few streets down, that way the zeds consistently move, and you get the feel of constant events going on around you

Ah yes, I believe I have done this for some of the samples in the pack. Mainly the vehicle accident and explosion samples. Car alarms and house alarms may sound and such. It is possible to do this. I suppose your suggesting anywhere from 2-to-5 minute samples of combined sound samples that play in a sequence on one file. My only concern would be the same long track playing multiple times due to how RSE is set-up. With my current setup of multiple individual samples; there is variety. Although, RSE may repeat the individual samples sometimes.

When I get back into the mood of playing PZ again, I will add more samples I've discovered in the prior months and I will definitely consider this suggestion. More samples, long or short, the better right?
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