Spidflisk Modification - Documentation and Sound Pack

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Postby dIM » Fri Mar 17, 2006 3:22 pm

C.Brutail wrote:Exactly, it's 404 for me too ;)


same here :?
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Postby tChr » Fri Mar 17, 2006 3:22 pm

dIM wrote:
C.Brutail wrote:Exactly, it's 404 for me too ;)

same here :?

Ditto :)
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby Dresk » Fri Mar 17, 2006 5:43 pm

I changed it to reflect the IP of the server I am using. Please let me know what everyone thinks.
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Postby :) » Fri Mar 17, 2006 7:53 pm

Image I just played this and I highly recommend it. I really liked the constant fire of the electro's secondary, it makes the secondary more accurate, since the electro balls can't bounce off of each other. It was kind of like those blue balls the Gungans used in the Battle of Naboo, which is a good thing.
The sounds are good too. They are unique from the original sounds, but they represent the aura of the weapons, in some cases better than the original sounds. The health pickup sound was the only sound that didn't feel right, but its high pitch did help to distinguish it from rest of the noise.
The message-appending feature was cool when I made multiple kills, I wish I had taken a screenshot of that.
The messages were good and concise. The only message I didn't like was that the Jumping Hint. It would come up multiple times and append to itself, and I wasn't trying to jump for speed, I was jumping to go up a platform.
I only played one game so I might have missed some stuff, but it really was a lot of fun.
:)
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Postby Dresk » Fri Mar 17, 2006 8:19 pm

Dave,

Thanks very much for your comments. Any suggestions you have for the sounds would be much appreciated. When you say the health noise, do you mean the 100 Health pickup, which sounds somewhat like a chime? If so, I had in mind to make that sound incredibly unique from the rest so as to be very easy to pickup when it is played globally, as the mod supports.

The jumping hint is a problem I have as well. I am probably going to tweak it to show up only once entirely, since new players should get the idea fairly quickly. Eventually, if the consensus says so, I will remove the message.

The reason for my tips is to assist new players as much as possible, since I am quite perturbed at the sheer amount of individuals that join with the name "Player" using the marine model with grey shirt and pants colors.
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Postby :) » Fri Mar 17, 2006 8:36 pm

I meant the Megahealth sound
:)
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Postby a thing » Sat Mar 18, 2006 2:21 am

I'm converting the documentation to HyperText :)
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Postby Toddd » Sat Mar 18, 2006 9:04 am

cyan wrote:why dont u contact the dev team and maybe join them instead of having a 3rd part mod, the soundpack they really need :wink:


They can't use the sound pack because it "borrows" sounds from games like Quake3 (check armor1.wav from this mod and ar1_pkup.wav from Q3 for example).

Dresk: Since Nexuiz is a GPL game, I highly suggest to use only free-as-speech media in mods, too. For example stuff under BSD or GPL license or things that are in the public domain.
The best thing would still be to create your own media - you can use the current nexiuz media as a base. Then license it GPL....
It's also kind of sad that you did not document from where you got those things and which original soundfiles you modified...
http://www.xonotic.org/
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Postby Dresk » Sat Mar 18, 2006 9:19 am

Todd,

I added my soundpack at the last minute, since I have just been using the sounds personally. My sources (and some are untouched) include :

Quake2
Quake3
Quake4
Undying
Painkiller
Will Rock
Doom3
Tribes 2
Vampire: Bloodlines
Natural Selection (Half-Life Mod)
Star Trek: Elite Force II
Medal of Honor: Allied Assault

I apologize for not commenting as such earlier, and I do understand that the soundpack cannot be GPL. I never intended to GPL the sound pack (although I do not blame you if you do not believe me).

Please note however that many of these games use the same sound libraries. Quake3, for example, I have the sound library for, and many of the sounds are barely tweaked from the sound library. I can't tell you how many places I have heard Klesk's sounds used (mainly in pigs). Medal of Honor is a game with original foley work, along with Elite Force 2. Most of the others took from sound libraries and (possibly) tweaked them.
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Postby Toddd » Sat Mar 18, 2006 10:39 am

There are free sound effects out there - for example the Public Domain Sounds from the abandoned project Golgotha or the GPL sounds from Open Quartz. These sounds together with the Nexuiz sounds are a nice base to begin with...
http://www.xonotic.org/
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