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Cataclysm Dda Sound Effects: The Benefits of Using CO.AG Music Packs for the Game



As of this writing, Cataclysm does not come with a single built-in set of built-in music and sound effects. However, various collections ("soundpacks") have been created. Some of these are linked below. To hear much more than basic sound, a soundpack will need to be downloaded, decompressed if distributed in a .zip file, and stored in a directory in the data/sound directory. For Cataclysm players on certain platforms, there is a Windows launcher and a Linux launcher which can download some of these.




Cataclysm Dda Sound Effects



This may or may not be common knowledge, but the soundscape of a game is roughly 80% of what makes a game good or not. And that goes double for game videos. A game video with no game sounds is not exactly compelling, and no amount of witty repoirté can fix that. (Especially since I, at least, primarily only listen to game videos, and rarely watch them.) I know this from experience, having flubbed up numerous times in my early days of recording and failed to record sound from time to time.


The soundpack structure recently changed. If you used a custom soundpack, you will need to up either adapt to the new structure or download the new adapted distribution file from the soundpack author.


While the "stable" build is generally quite behind, they also have a "IWBUMS" (I Will Back Up My Save) Beta on Steam you can opt into at any time, which I imagine most players are on. The upcoming build has masses of new content including new gameplay styles, new character creation, new zombie behaviour, improved combat and gunplay, a new blood system, visibly ripped and damaged clothing, new sound effects, improvements to the levelling system, new visuals for many parts of the game, an improved tutorial - and the list goes on forever.


While bearing a few similarities to Rogue Survivor, Cataclysm stands out by leaning much more towards the simulation end of gaming than most roguelikes (indeed, most role-playing games, period). Your character's inventory is limited not only by weight, but by the storage volume their clothes provide. Instead of the usual Class and Level System, you learn different skills independently of each other, and they only improve through study and use. The sheer volume of different weapons, food, drinks, tools, clothing, armor, drugs, bionic implants, traps, and just plain clutter in this game is one of its proudest features. Monsters hunt by sound as well as sight, and a single non-silenced gunshot in an infested area can bring a zombie horde right to your location. Perhaps most importantly, the wound system in Cataclysm is very harsh. There are no exploding HP or easy healing in this game - characters can feel pain and be seriously impaired by wounds, and if you have no medicine or first aid skill, you'll probably be making a new character very soon. You can also abuse, get hooked on, and suffer the side effects of a wide variety of non-medical drugs.


You have to add some music and sound effects to the game... They were so iconic in Shadow of the Beast and the Atari 2600 is capable of pretty good audio. I hope you keep working on the game, but it desperately needs background music and sound effects.


My experience tells me sound effects may be possible but you really, really don't want to attempt a soundtrack. Everything on the Atari 2600 is a tradeoff due to limited ROM, RAM and CPU time. In other words: the more features you want to add the less existing effects are possible. You might have to re-write the engine to fit just one more feature.


There was a reference to COP as a name tag in the byte variable D6, and was placed between Black Color and Running Man. The name was presumably a reference to the cut boss Maniac Cop, who was mentioned in the liner notes for the official soundtrack for the game.


The sound files n004a, t011a, and t012a also were present only in 3D. In the Japanese version of Metal Gear Solid 3 HD, there was also an unfinished stage that was implied by the file names to be a variant of Brown Town.[8] 3D and to some extent HD also had some holdover data from Subsistence, including sound data from both Snake vs. Monkey and Metal Gear Online.


Aside from the cut lines relating to interrogation listed above, there was also dummied dialogue and vocal sounds that were in the code yet not actually usable in the game itself. For instance, there was a reference to a soldier yelling "HQ!" in a context that implied that the player would actually participate in the Mother Base evacuation in the end of the game rather than simply view the destruction. Similarly, there were also grunting sounds from Big Boss as well as a line about Mother Base that was later used in The Phantom Pain during the prologue chapter/truth chapter and visits to Mother Base, respectively.


Some unused recorded dialogue made by Kiefer Sutherland was unearthed. The context of some of the lines suggested they were intended to be used when interacting with Paz's hallucination,[15] while others had dialogue such as "You're fired!" (presumably said when dismissing a soldier from Diamond Dogs) and "Consecutive C-Q-C" (which was likely intended for when CQC was used in a chain).[16] Similarly, soundbytes for the character Skull Face implied that at one point, the character was not only going to be fought as an actual boss, but the player also had the option of actually imprisoning him instead of simply killing him. At least 500 pieces of dialogue intended for Miller were found in the game, half of which were cut.[17] Similarly, at least 180 English CP lines were also uncovered, with about half also being cut.[18] 2ff7e9595c


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