Player model specific sounds needed

Developer discussion of experimental fixes, changes, and improvements.

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Postby torus » Thu Aug 14, 2008 7:25 pm

I have 1 male soundpack done, working on a second. The first one is sort of "marine" voice, a hardedge American accent. The second is sort of a generic eastern european accent- I'm not sure how well that one will turn out :)

Of course, a woman will have to do the female voices. Battlebitch? :D
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Postby torus » Fri Aug 15, 2008 7:39 pm

First set of sounds- they aren't 100% complete, so please listen and give me feedback :)

http://www.zshare.net/download/17092899eee3a114/
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Postby nifrek » Fri Aug 15, 2008 7:56 pm

divVerent wrote:Image

This is what we can do without handling all sounds in CSQC (which would be broken, as they currently cannot track entities).

Basically, this mixes the 8 channels an entity can have using separate cvars. You can turn off pain sounds that way - and it also is a nice debugging help.

Only works on new svn servers though, as the distribution of events over the channels was a mess before.


Whoa, I love this. There doesn't seem to be much space left, but would adding volume controls for "public chat" and "team chat" (separately) be possible too? For the beeps. ;)
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Postby esteel » Fri Aug 15, 2008 10:11 pm

No, unless one of the 8 sound channels is put into one of the others so the free one could be used for team chat. But that seems to be wasteful. Though the team and normal chat sounds are two different files. You could change them to be more distinct.
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Postby HarryButt » Sat Aug 16, 2008 10:15 am

torus wrote:First set of sounds- they aren't 100% complete, so please listen and give me feedback :)

http://www.zshare.net/download/17092899eee3a114/

Could you mirror this one? This file mysteriously stops downloading every time during the first half... :?
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Postby C.Brutail » Sat Aug 16, 2008 1:09 pm

Btw what has happened to my sounds? :D
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Postby torus » Sun Aug 17, 2008 3:24 am

OK, here are the new and improved, complete player model sounds for the Marine- they are now labelled correctly as well.

{{DOWNLOAD BELOW}}

http://torus.mkzelda.net/playermodelsounds.zip
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Postby HarryButt » Sun Aug 17, 2008 3:49 am

Amazing stuff, torus!
The only problem is that they sound exactly like the announcer :P It's no wonder of course, and it's not that big of an issue actually...
Maybe you could add a radio-style (Low-Pass?) filter to separate them from your godlike-echoing announcer samples.
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Postby torus » Sun Aug 17, 2008 4:05 am

Actually, I plan on updating the announcer to a more understandable, better enunciated, more epic, and more dominating version :D

I had the idea of making it sound like a radio too, but I don't think it sounds as good when I tried it. I can upload a sample of the sounds with that low-pass, you can judge for yourself.

Also, there will be several other player-model voices coming up in the next weeks.
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Postby mand1nga » Sun Aug 17, 2008 6:13 pm

torus wrote:OK, here are the new and improved, complete player model sounds for the Marine- they are now labelled correctly as well.

{{DOWNLOAD BELOW}}

http://torus.mkzelda.net/playermodelsounds.zip


Well I'm sure this is unexpected feedback:

http://www.mediafire.com/?itko0so7zb1

LMAO
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