EXPBG Ambient Death
by M.Pac
Contributors
K.Edgar
0.1.7
- Fixed: bodies restored by a CDF Game Master Save load (a saved corpse is spawned and killed again at once) screamed or groaned as they reappeared. Any death of a conscious soldier within 1 s of the server creating him is now taken for a body created dead and stays silent. A Game Master's Neutralize or Destroy of a soldier who has been around for a while can still cry out. - Fixed: on a server running for more than 24.8 days without a restart, soldiers shot or killed while unconscious stayed silent. A game running that long (a client or a player host) could also stop playing death sounds altogether, because the voice limit counted the sounds started just before that point as still playing. Both now work at any uptime.
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 16:01:42 GMT
- Last Modified
- Wed, 04 Nov 2026 16:02:21 GMT
0.1.6
Workshop listing only: a shorter, simpler description, and a second contributor who can publish updates. The mod's content is unchanged; only the version number differs from 0.1.5.
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 16:40:35 GMT
- Last Modified
- Tue, 03 Nov 2026 16:40:43 GMT
0.1.5
- Fixed: a death 100 m away sounded almost as close as one next to you. The distance fall-off now matches the vanilla death scream: full level only within 1 m, then -6 dB per doubling of the distance (design values: about -27 dB at 25 m and -40 dB at 100 m), silent at 200 m. It replaces the Logarithm curve that 0.1.4 had stretched over 2-200 m. Distant deaths also sound duller (the vanilla air-absorption filter of character voices), and a death behind a hill or ridge is muffled by the terrain (buildings do not occlude it). - Distance setting: `m_fMaxDistance` is now where a death has faded out. A sound started beyond half that distance starts quieter, down to silence at it, instead of being cut off there while still clearly audible. The fade is set when the sound starts; while a long groan plays, only the distance curve follows the listener. With the default 150 m a death at 100 m starts about 43 dB below one next to you; with 100 m it is no longer started. - All 33 recordings are re-normalized to one loudness (-18.5 LUFS: the mean of gated integrated and loudest 400 ms loudness, K-weighted per ITU-R BS.1770-4; peaks at or below -1 dBFS). Short screams and long groans now sound equally loud. At the default volume 70 a death starts within about 1 dB of the vanilla death scream.
- Game Version
- 1.8.0.13
- Created
- Sat, 24 Oct 2026 08:34:29 GMT
- Last Modified
- Sat, 24 Oct 2026 08:34:45 GMT
0.1.4
- Settings: the mission header keeps only Chance, Volume and Distance (owner decision; #2). The other values are built in; debug logging is the server launch parameter -eadhDebug. Old header keys are ignored. - Range: deaths are heard up to 200 m (default distance 150 m, was 80 m); the audio curve fades to silence at 200 m instead of 80 m, so a death in a firefight is still faintly audible. - Network: the death announcement is an unreliable broadcast (a lost packet only means one missing scream), and a character without a replication id is no longer announced (heard locally only) (#1). - Static-initializer budget: the runtime has no static field initializers any more (lazy statics) (#1).
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 02:46:37 GMT
- Last Modified
- Mon, 12 Oct 2026 02:47:10 GMT
0.1.3
- Workshop listing: a short feature list; internal use only, no redistribution, copying or re-upload, strictly personal use. Credits stay in the addon. - Maintenance release published through the Workbench form; no functional change.
- Game Version
- 1.8.0.13
- Created
- Thu, 08 Oct 2026 07:54:42 GMT
- Last Modified
- Thu, 08 Oct 2026 07:55:15 GMT
0.1.2
- Fixed: a joining client applied the server's settings several times in a row, once for every value that differs from the default (the mission seed always does; five times on a server that changes four settings), and with `m_bDebug` on logged the same settings line each time. It now applies them once and logs one line, and does so again only when the server changes them. - Workshop description without the version number.
- Game Version
- 1.8.0.13
- Created
- Thu, 08 Oct 2026 05:03:01 GMT
- Last Modified
- Thu, 08 Oct 2026 05:03:33 GMT
0.1.1
- Fixed: AI killed by damage under ACE Medical were often silent (a client could see only an unconscious soldier dying). The server now judges each death, because it sees every hit, and sends the clients that have the soldier streamed in one small reliable message with the recording, only for a death that passed the chance roll. Each client keeps its own distance, rate, area and voice limits. - New setting `m_iRecentDamageWindowMs` (default 2000; 0 switches it off, so only the incapacitation window applies, as in 0.1.0, but judged on the server): an unconscious soldier who dies within this time of a hit that can kill (gunfire, fragments, explosion, melee, fall or collision, fire, a Game Master kill) counts as killed. This covers ACE Medical's kill after the killing blow and a soldier shot to death while down. A bleed-out stays silent, also after a wound from a Game Master's mine, charge or lightning. - A server config that lists every 0.1.0 key should add `m_iRecentDamageWindowMs` (a partly filled block is not verified to keep the default); the mission-start line now shows `recentDamageMs`. - Debug lines show the real head position and recording for every outcome and end with `via=death` (server) or `via=announce` (client); a dedicated server logs `ANNOUNCED` for a death it sent to the clients. - Fixed: the per-mission seed could be negative or one of very few values; it is now between 2 and 900000001.
- Game Version
- 1.8.0.13
- Created
- Tue, 06 Oct 2026 15:43:46 GMT
- Last Modified
- Tue, 06 Oct 2026 15:44:23 GMT
0.1.0
- Game Version
- 1.8.0.13
- Created
- Tue, 06 Oct 2026 10:25:17 GMT
- Last Modified
- Tue, 06 Oct 2026 10:25:32 GMT
Showing 1 to 8 of 8 results
Rows per page
Showing 1 to 8 of 8 results
Rows per page

