About sounds

Close Combat: Panthers in the Fog is the first new release (not a re-make of a previous games) in years in the critically acclaimed Close Combat series. It details the desperate German counter-attack at Mortain, the last chance of the Wehrmacht to stave off defeat in Normandy. Can you match the tenacity of the American defenders of Hill 314? Or can you succeed where the Panzers failed, driving through to the sea and changing history? Improved 32-bit graphics and the ability to control more squads than ever bring the Close Combat engine to a new level.
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topper6
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Joined: Wed Jan 21, 2009 6:18 pm

About sounds

Post by topper6 »

I think that i am somewhat of a sound freak to the sounds of different weapons and guns in this game.

Therefor, i am a bit disappointed about the sound you chose to come with Panthers in the Fog. For example, the .50 cal had alot better sound in CC2. The "Real red" mods, if i remember correct, also had alot better weapon sounds than the stock CC and PITF. Don't like the fact that a small caliber gun has the same sound as a bigger caliber gun.

I think you have some work here to be done to be honest.

Regards.
Death Method
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Location: Canada

RE: About sounds

Post by Death Method »

Hey Topper,

I too found this troubling. However, it's easy to import sounds from one CC game into another via a tool called 'SFXPACK' which is available over at closecombatseries.net.
topper6
Posts: 66
Joined: Wed Jan 21, 2009 6:18 pm

RE: About sounds

Post by topper6 »

I'm still very sad about the sounds in the game. The sounds from the tanks gun can't be and aren't the same. Any work going on in to this in an upcoming patch Matrix?
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PipFromSlitherine
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RE: About sounds

Post by PipFromSlitherine »

Steve can better give the precise details, but I would be surprised if the sounds are different between versions (at least Matrix versions) of the game. The sound library is pretty extensive and accurate so there wouldn't really be any reason to change the sfx.

Cheers

Pip
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SteveMcClaire
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RE: About sounds

Post by SteveMcClaire »

There are no plans to change the game sounds at this time. They're largely the same sounds that have been used by Close Combat series for some time now.  Quality-wise, they are substantially better than the old CC2 sounds, though the CC2 .50 cal did have a bit more 'thump' to it.
 
There are a variety of sound mods out there for CC and I expect there will probably be some for PitF as well.  If you're interested in finding one of these, or even creating one, this please check out the Mods and Scenarios forum.  There's a utility program there that you can use to unpack and re-pack the game sound files.
 
Steve
topper6
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Joined: Wed Jan 21, 2009 6:18 pm

RE: About sounds

Post by topper6 »

Thanks Steve. You nailed it there. I sooo miss the old .50 cal whit that "thump" you mention. That's exactly the feeling i miss when i have sat quiet ambushing and then unleashes hell with those .50 cals. Give me more "thump" overall so i can fully use my sound-system! ;P

Off-topic, but previously a .50 cal could take out some armor when the angle of attack was great enough from higher buildings. Was that incorrect before in previous (cc2) games or is it the same in ap-value in PiTF?
topper6
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RE: About sounds

Post by topper6 »

Thumps Steve please! [:)]
davidss
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RE: About sounds

Post by davidss »

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SteveMcClaire
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RE: About sounds

Post by SteveMcClaire »

ORIGINAL: topper6
Off-topic, but previously a .50 cal could take out some armor when the angle of attack was great enough from higher buildings. Was that incorrect before in previous (cc2) games or is it the same in ap-value in PiTF?

The .50 cal can penetrate quite a bit of armor, and is a real threat to halftracks and armored cars. The 'top shot' technique is possible, but it is hard to achieve as you have to be in a tall building at close range. The Pz IV and StuG have fairly thin top armor and would be vulnerable to this.
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