Left 4 Dead 2

Left 4 Dead 2

600+ Sounds
 This topic has been pinned, so it's probably important
NOIDED  [developer] 9 Feb, 2017 @ 9:16am
Imminent Quality Improvements + Suggestions?
I've written before that the addon is in a completed state. Well, I sorta lied. It was more of a dilemma: should I stop updating the VPK every week so subscribers wouldn't have to wait for reinstalling it every time they launch Left 4 Dead 2, or should I revisit some of the lows of my sound mod?

Ultimately, I've come to the conlusion that some of the custom sounds are too low in quality and lack the assets needed to create a more immersive experience. So this is exactly what I plan to do. However, I will put out updates much less frequently. Again this is because I would imagine the frustration of having to wait for the addon to reinstall after launching the game. Plus, some people would prefer older sounds to their replacements. Today, I've updated a couple of the VPKs with improved sounds, which are mostly notable in Hard Rain. Changes include replaced rain loops, new storm debris sound effects, more wind gust loops, and new replacements for the scissor lift. I guarantee these are better than the old custom sounds I've had for those in-game sequences.

There aren't a whole lot of subscribers so I may as well be talking to a brick wall, but I'm positive at least one person has a suggestion. So I am leaving this thread open for anybody to leave criticisms and/or suggestions to improve this mod.

:health::health::health::health:
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Showing 1-12 of 12 comments
Harkintos 9 Feb, 2017 @ 4:07pm 
while i have used your other 600+ Sounds (insert name here) i have not tested your infected one yet and i'm not sure if you can add this to your infected or not but, the charger and jockey and maybe the spitter have and i think unused Warn sounds. I'm not sure if you could implement this or not, or if you know of this already.
NOIDED  [developer] 9 Feb, 2017 @ 8:54pm 
Originally posted by Vision Spire:
while i have used your other 600+ Sounds (insert name here) i have not tested your infected one yet and i'm not sure if you can add this to your infected or not but, the charger and jockey and maybe the spitter have and i think unused Warn sounds. I'm not sure if you could implement this or not, or if you know of this already.

You are correct, but I cannot implement these sounds unless I replace used sound files with them. They can be played in-game through console commands, but the infecteds will not play them at all since they do not have "warning" functions unlike the Boomer, Smoker, and Hunter. But I'm certainly aware of those files. In 600+ Infected, I replaced some of the Spitter's pain noises with her unused warning sounds with a few minor adjustments.
Harkintos 10 Feb, 2017 @ 10:17am 
Originally posted by Jay "The Wine Guy" Buffet:
Originally posted by Vision Spire:
while i have used your other 600+ Sounds (insert name here) i have not tested your infected one yet and i'm not sure if you can add this to your infected or not but, the charger and jockey and maybe the spitter have and i think unused Warn sounds. I'm not sure if you could implement this or not, or if you know of this already.

You are correct, but I cannot implement these sounds unless I replace used sound files with them. They can be played in-game through console commands, but the infecteds will not play them at all since they do not have "warning" functions unlike the Boomer, Smoker, and Hunter. But I'm certainly aware of those files. In 600+ Infected, I replaced some of the Spitter's pain noises with her unused warning sounds with a few minor adjustments.

Actually, how can they be played through console commands?
NOIDED  [developer] 10 Feb, 2017 @ 1:30pm 
Originally posted by Vision Spire:
Originally posted by Jay "The Wine Guy" Buffet:

You are correct, but I cannot implement these sounds unless I replace used sound files with them. They can be played in-game through console commands, but the infecteds will not play them at all since they do not have "warning" functions unlike the Boomer, Smoker, and Hunter. But I'm certainly aware of those files. In 600+ Infected, I replaced some of the Spitter's pain noises with her unused warning sounds with a few minor adjustments.

Actually, how can they be played through console commands?

play player/jockey/voice/warn/jockey_06.wav
--> Use that for the unused jockey sounds, numbered 06 or 08.

play player/spitter/voice/warn/spitter_warn_01.wav
--> Unused spitter, numbered 01, 02, or 03.

play player/charger/voice/warn/charger_warn_01.wav
--> Unused charger, numbered 01, 02, or 03.
Harkintos 10 Feb, 2017 @ 3:12pm 
Originally posted by Jay "The Wine Guy" Buffet:
Originally posted by Vision Spire:

Actually, how can they be played through console commands?

play player/jockey/voice/warn/jockey_06.wav
--> Use that for the unused jockey sounds, numbered 06 or 08.

play player/spitter/voice/warn/spitter_warn_01.wav
--> Unused spitter, numbered 01, 02, or 03.

play player/charger/voice/warn/charger_warn_01.wav
--> Unused charger, numbered 01, 02, or 03.
Thanks
Agitatio 11 Mar, 2017 @ 8:27am 
Don't know if it's still relevant, but I have some suggestions:
Broken glass hitting the ground doesn't sound like glass at all.
Katana is too over the top IMO. Think it should sound more realistic.
Sound of spent casings hitting the ground could have their volume lowered. I do realize that they aren't actually separate sounds. They are simply a part of firing sounds.
Minigun is too quet?
Last edited by Agitatio; 11 Mar, 2017 @ 8:28am
NOIDED  [developer] 11 Mar, 2017 @ 9:30am 
Originally posted by Agitatio:
Don't know if it's still relevant, but I have some suggestions:
Broken glass hitting the ground doesn't sound like glass at all.
Katana is too over the top IMO. Think it should sound more realistic.
Sound of spent casings hitting the ground could have their volume lowered. I do realize that they aren't actually separate sounds. They are simply a part of firing sounds.
Minigun is too quet?

This thread is still relevant and I'm still open for suggestions.

Broken glass shares the same sound with Molotovs and Boomer Bile (the items themselves, not the projectiles). I was planning on replacing a bunch of physics sounds anyway, so this may change.

Katana sounds are actually ripped straight from TF2. Personally, I find them much more satisfying to listen to than the default ones but I can see you mean.

As for the casings, are they actually too loud? I figured the volume is just right since they're supposedly falling right next to you.

Minigun is at the highest volume it can be without clipping and nobody wants that.
Agitatio 11 Mar, 2017 @ 11:13am 
Originally posted by Jay Buffet:
This thread is still relevant and I'm still open for suggestions.

Broken glass shares the same sound with Molotovs and Boomer Bile (the items themselves, not the projectiles). I was planning on replacing a bunch of physics sounds anyway, so this may change.

Katana sounds are actually ripped straight from TF2. Personally, I find them much more satisfying to listen to than the default ones but I can see you mean.

As for the casings, are they actually too loud? I figured the volume is just right since they're supposedly falling right next to you.

Minigun is at the highest volume it can be without clipping and nobody wants that.

Yeah but those Katana sounds fit TF2. But they don't fit L4D's more serious atmosphere. Just my opinion. But I agree that they are satisfying.

Casings aren't too loud. Just think that making them stand out less during firing is better. Especially considering the fact that L4D doesn't have real casings unlike older Source games.

I also think Axe could use a different hit sound.

Maybe I'm just too focused on realism and that's not what you are trying to achieve.
Last edited by Agitatio; 11 Mar, 2017 @ 11:14am
life4trinity 25 Mar, 2019 @ 10:23pm 
I'm hearing a lot of static noises from your mod. I've already tried rebuilding the sound cache but it didn't solve anything.
Sammy 26 Mar, 2019 @ 1:48pm 
Originally posted by Mcboyo:
I'm hearing a lot of static noises from your mod. I've already tried rebuilding the sound cache but it didn't solve anything.
Sometimes mods do that, even if done correctly. Especially voice mods itll have a tick at the end, but if its real static it could be a viewmodel conflict.
Jakey 19 Aug, 2020 @ 8:10am 
(Cinematics) conflicts with (Ambience Pt. 2)
The Lorax 27 Jan, 2022 @ 8:37am 
cinematics and ambience part 2 is red does that mean their working or something else?
Last edited by The Lorax; 27 Jan, 2022 @ 8:37am
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