[quote=”7upMan” post=19346]Anyway, maybe cambragol, being as knowledgeable as he is, can tell if if would be feasible to a) input a distance meter into the game’s engine that calculates the distance as well as the trajectory of the ships and b) muffle and delay the debris crackling sound (via sound shader?) according to the calculations of the distance meter?
I have no idea if I-War 2 can work with sound shaders at all. I know Doom 3 could, and that’s roughly from the same time period, but they are very different games.[/quote]
I am not so knowledgeable anymore…However, I can see how this could all be done, relatively easily. It wouldn’t be perfect, but it would be close.
First step would be to create two entire sets of weapons/weapons effects. One for the player, one for the NPC. A bit of a bother, but mostly just copying the files, and referencing them correctly from each ship loadout/any where else referenced.
On the NPC ships the sounds are all changed to be ‘crackle/debris’ sound effects. The distance the effect is heard/works can be tweaked a little in the sound ini files. There would be no true measurement of distance, and sounds would be played instantly, but this could be ameliorated by restricting the ‘crackle/debris’ effects to close distance only.
Second step…none really. But Step one actually has a lot of little steps. Heh.
However, I don’t think this would be a perfect setup. I am not sure how this would effect impacts to the PC/NPC hull. I can’t remember how/where those are setup from, and if they can’t be teased apart, things won’t really work right.
In anycase, I think this would be feasible, though, as mentioned, my I-war2 modding knowledge is fading, and I may have overlooked something really basic.
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