Tenshihan's Newest Sound-Releases:

Developer discussion of experimental fixes, changes, and improvements.

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Postby Tenshihan » Wed Sep 24, 2008 5:27 pm

FruitieX wrote:Simply awesome, really, _really_ good. I hope these will become a part of vanilla Nexuiz one day, they are just way better than the original sounds. I have been using these sounds since the very first releases, and love them; they fit with the Nexuiz style imo. Hope to see more sounds from you :)


Thank YOU as well FruitieX!! That's My wish as well, (For My sounds to be in the Next Official Release) and it seems most people agree with You, ...so lets hope the powers that be, agree. ;)
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Postby HarryButt » Wed Sep 24, 2008 6:27 pm

Thank you for finally replacing those old and stupid CTF-sounds :P But could you make them a little louder, please? With all that heavy shooting I can barely hear them.
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Postby Tenshihan » Wed Sep 24, 2008 7:47 pm

HarryButt wrote:Thank you for finally replacing those old and stupid CTF-sounds :P But could you make them a little louder, please? With all that heavy shooting I can barely hear them.


Are you referring to the actual CTF sounds, or the Voice-Over included in the sounds of me saying "Flag-Captured" and "Flag-Returned"? Because I have them both at maximum as it is, ...i'm not sure what else to do about that. Maybe I should lower the sounds of everything else in the game, and give the CTF sounds more stereo spread.

EDIT: OK!! Here you go guys, it's all finished. I dropped the weapon-sounds by 2.5 Decibels, and also raised the level on my voice so you can hear everything PERFECTLY in-game, ...I present to you: "Tenshihan-V3.5.2.pk3"

Hahah, sounds like a damn commercial, ...but seriously - it sounds perfect now.

Check my sig for download. ;)
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Postby Lamoot » Sun Sep 28, 2008 6:00 pm

Ok, here are my comments on the new sounds after some testing and playing a few rounds with them. This is simply as how I perceive them and not something I'd try to enforce on you (but would be grateful if things were changed)

-Machinegun is cool. Nothing to change.

-Shotgun could use some more bass and that Bang! effect. For comparison, see this video showing the quake 2 super shotgun http://www.youtube.com/watch?v=C1cIgpDo ... re=related . It has this added effect that sounds like someone hitting a car bonnet, like a real impact.
The shotgun in Nexuiz seems to be underestimated by a lot of people. I guess a part of the reason is that it's a starting weapon, an uninspiring model and most importantly weak sound. It should roar :)
Also, the shotgun-reloading part of the sound could be heavier. At the moment it sounds too much like some sportsman rifle reloading. The mechanism should sound rough and heavy and robust and.. :)

-Electro, for me, this weapon already had that electric feel to it and the new sound is not as characteristic. The same could be said for the plasma sizzle of the balls. That glass-balls-bouncing effect was more recognizable, as well as having a different flavour when compared to other two "electric" weapons, nex and crylink. The latter two both have rather similar electric effect with their own variation. This of course makes things less diverse

-Mortar, I like the bouncing grenade effect and the (new?) explosion sound. Maybe the bouncing effect could have a bit more ring to it. Not sure how to better explain this.

-Hagar, the new firing effect sounds a lot like some machine gun. Different than the Machinegun from nexuiz, but still a machine gun. As with the Electro, this makes two different weapons rather similar in taste. All in all, I liked the old effect better - it sounds like grenade rounds being fired by the means of compressed air.

-Laser, haven't decided on this one yet. The old sound isn't ideal, but neither is the new one. Perhaps it could be improved by making it sound more like an energy based weapon (without any electric sizzle or lightning, nex, crylink and electro are already too similar in flavour)

-Rocket launcher, I don't like the explosion effect, it's too crackling, like breakfast cornflakes, the old effect was better. The firing sound has potential, but right now it sounds like a rocket that is already flying past you, instead of a rocket being launched.

-Nexgun, the lightning sound isn't perfect but it's ok. You could enhance it by adding a charging effect after the fire, as if the nexgun is recharging to fire the next shot. Sometimes cameras make that charging sound, after using flash.

-Crylink, I'm not too fond of this sound. Nexgun and Electro already have sizzle, electric feel and having one more is a bit too much. It makes the sounds less diverse (as mentioned earlier) and this then results in weapons having less individual personality. I would suggest using some other sound flavour of energy.

-CTF anouncements
. I'm not too fond of using these either. Sometimes flags change owner rather quickly and announcing this vocally only adds to sound clutter. In addition the pickup and return sounds remind me a lot like the electric sizzle effect that is already present with 3 other weapons. All in all, the old sounds are better (even if the same as shield pickup)

-Quad damage, this one is nice and is an improvement from the (also nice) original sound. I think it has a potential to be improved, to add some more soul to it. Like a power granted from above, like from a Zeus or some other celestial Deity, like a choir of vengeance angels singing as you fire each shot :) And I have an example of such sound. http://www.youtube.com/watch?v=plEN8IFZ ... re=related listen to the choir at the beginning of this track, the focal part being 0:20-0:33. I'm wondering if something along those lines could be used to improve the pickup and firing sound of Quad damage? This deep resonating bass vocal added to the original effect.

------------------------------------------------------------------------------------------------

A few final notes: If I look at your sound pack I have two major things to point out. The first is the similar flavour some of the sounds share. Like hagar vs. machinegun and electro vs. crylink vs. nexgun. And I won't write the fourth time about less diversity result and all :)

The second one is actually a suggestion. Right now most of the sounds represent only the firing effect, while they could also represent the actual weapon, the mechanism that makes the shot possible. Like chk-chk of the shotgun reloading or that nexgun recharging sound I mentioned earlier. Other weapons could also use this, like a rocket/grenade being loaded into the firing tube, or a bullet casing being ejected from the machinegun or whatever that you think would fit. Ah one more idea, perhaps a weapon or two could continually produce a certain sound, even when idle. Like a car having this purr when the engine is running and not moving+roaring.

Well, thanks for reading through this and thanks for your effort and contributing to Nexuiz :)
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Postby divVerent » Mon Sep 29, 2008 6:35 am

I did a small change to Nexuiz svn... I added a secondary channel for weapon sounds, as there was one unused channel number.

On channel 1: weapon fire sounds, and nothing else
On channel 2: weapon switch sound, hook fire sound, rocket remote detonation sound

Only sounds on the same channel cut off each other. This makes the cutting off almost not noticable with your sounds.

Another thing, can you also make sounds for keyhunt? They currently are still place holders. I do not care much HOW they sound, but the style of your CTF sounds is fine (although it would be better to be consistent, that is, either use your voice for all announcers, or let torus sample it).

They are in sound/kh.

"capture.wav" is played when all keys got together and the team scores
"collect.wav" is played when someone collects a key
"destroy.wav" is played when a key falls into void and gets destroyed by it (the team who last held it loses points)
"drop.wav" is played when a key is dropped by its holder voluntarily
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Tenshihan » Sun Oct 05, 2008 1:16 am

Lamoot wrote:Ok, here are my comments on the new sounds after some testing and playing a few rounds with them. This is simply as how I perceive them and not something I'd try to enforce on you (but would be grateful if things were changed)

-Machinegun is cool. Nothing to change.

-Shotgun could use some more bass and that Bang! effect. For comparison, see this video showing the quake 2 super shotgun http://www.youtube.com/watch?v=C1cIgpDo ... re=related . It has this added effect that sounds like someone hitting a car bonnet, like a real impact.
The shotgun in Nexuiz seems to be underestimated by a lot of people. I guess a part of the reason is that it's a starting weapon, an uninspiring model and most importantly weak sound. It should roar :)
Also, the shotgun-reloading part of the sound could be heavier. At the moment it sounds too much like some sportsman rifle reloading. The mechanism should sound rough and heavy and robust and.. :)

-Electro, for me, this weapon already had that electric feel to it and the new sound is not as characteristic. The same could be said for the plasma sizzle of the balls. That glass-balls-bouncing effect was more recognizable, as well as having a different flavour when compared to other two "electric" weapons, nex and crylink. The latter two both have rather similar electric effect with their own variation. This of course makes things less diverse

-Mortar, I like the bouncing grenade effect and the (new?) explosion sound. Maybe the bouncing effect could have a bit more ring to it. Not sure how to better explain this.

-Hagar, the new firing effect sounds a lot like some machine gun. Different than the Machinegun from nexuiz, but still a machine gun. As with the Electro, this makes two different weapons rather similar in taste. All in all, I liked the old effect better - it sounds like grenade rounds being fired by the means of compressed air.

-Laser, haven't decided on this one yet. The old sound isn't ideal, but neither is the new one. Perhaps it could be improved by making it sound more like an energy based weapon (without any electric sizzle or lightning, nex, crylink and electro are already too similar in flavour)

-Rocket launcher, I don't like the explosion effect, it's too crackling, like breakfast cornflakes, the old effect was better. The firing sound has potential, but right now it sounds like a rocket that is already flying past you, instead of a rocket being launched.

-Nexgun, the lightning sound isn't perfect but it's ok. You could enhance it by adding a charging effect after the fire, as if the nexgun is recharging to fire the next shot. Sometimes cameras make that charging sound, after using flash.

-Crylink, I'm not too fond of this sound. Nexgun and Electro already have sizzle, electric feel and having one more is a bit too much. It makes the sounds less diverse (as mentioned earlier) and this then results in weapons having less individual personality. I would suggest using some other sound flavour of energy.

-CTF anouncements
. I'm not too fond of using these either. Sometimes flags change owner rather quickly and announcing this vocally only adds to sound clutter. In addition the pickup and return sounds remind me a lot like the electric sizzle effect that is already present with 3 other weapons. All in all, the old sounds are better (even if the same as shield pickup)

-Quad damage, this one is nice and is an improvement from the (also nice) original sound. I think it has a potential to be improved, to add some more soul to it. Like a power granted from above, like from a Zeus or some other celestial Deity, like a choir of vengeance angels singing as you fire each shot :) And I have an example of such sound. http://www.youtube.com/watch?v=plEN8IFZ ... re=related listen to the choir at the beginning of this track, the focal part being 0:20-0:33. I'm wondering if something along those lines could be used to improve the pickup and firing sound of Quad damage? This deep resonating bass vocal added to the original effect.

------------------------------------------------------------------------------------------------

A few final notes: If I look at your sound pack I have two major things to point out. The first is the similar flavour some of the sounds share. Like hagar vs. machinegun and electro vs. crylink vs. nexgun. And I won't write the fourth time about less diversity result and all :)

The second one is actually a suggestion. Right now most of the sounds represent only the firing effect, while they could also represent the actual weapon, the mechanism that makes the shot possible. Like chk-chk of the shotgun reloading or that nexgun recharging sound I mentioned earlier. Other weapons could also use this, like a rocket/grenade being loaded into the firing tube, or a bullet casing being ejected from the machinegun or whatever that you think would fit. Ah one more idea, perhaps a weapon or two could continually produce a certain sound, even when idle. Like a car having this purr when the engine is running and not moving+roaring.

Well, thanks for reading through this and thanks for your effort and contributing to Nexuiz :)


You have a lot of criticism towards my work. Tell me, what is YOUR background as a Sound-Designer/Technician/Engineer? You're comparing MY 24-bit digitally mastered sounds to 8-bit sounds from a video-game dated 1996?

From the rest of your post - I can only surmise that you must be using an absolute shite sound-system.

If you can do better - then by all means, make your OWN sounds.
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Postby Tenshihan » Sun Oct 05, 2008 1:18 am

divVerent wrote:I did a small change to Nexuiz svn... I added a secondary channel for weapon sounds, as there was one unused channel number.

On channel 1: weapon fire sounds, and nothing else
On channel 2: weapon switch sound, hook fire sound, rocket remote detonation sound

Only sounds on the same channel cut off each other. This makes the cutting off almost not noticable with your sounds.

Another thing, can you also make sounds for keyhunt? They currently are still place holders. I do not care much HOW they sound, but the style of your CTF sounds is fine (although it would be better to be consistent, that is, either use your voice for all announcers, or let torus sample it).

They are in sound/kh.

"capture.wav" is played when all keys got together and the team scores
"collect.wav" is played when someone collects a key
"destroy.wav" is played when a key falls into void and gets destroyed by it (the team who last held it loses points)
"drop.wav" is played when a key is dropped by its holder voluntarily


Cool, thanks Div, that will help a LOT. I will start work on the KH sounds very soon then.
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Postby Alien » Sun Oct 05, 2008 5:32 am

Lamoot wrote:http://www.youtube.com/watch?v=C1cIgpDoYJk&feature=related


Nexuiz should have Super Shotgun. :)
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Postby divVerent » Sun Oct 05, 2008 10:33 am

Also, I have a small other request.

Can we have a second set of Nex sounds?

The current Nex sounds are MAYBE (not sure) a bit too strong. But they fit the one-hit one-kill MinstaNex perfectly. Can you make two different sets of Nex sounds, then I will change the code and make the MinstaNex use it?

I.e. you'd hear the stronger sound in MinstaGib, and when someone has the MinstaNex.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Tenshihan » Sun Oct 05, 2008 10:49 pm

divVerent wrote:Also, I have a small other request.

Can we have a second set of Nex sounds?

The current Nex sounds are MAYBE (not sure) a bit too strong. But they fit the one-hit one-kill MinstaNex perfectly. Can you make two different sets of Nex sounds, then I will change the code and make the MinstaNex use it?

I.e. you'd hear the stronger sound in MinstaGib, and when someone has the MinstaNex.

Absolutely, Div.

I agree wholeheartedly with that decision, ...actually I made a couple of sound-tests for the 'MinstaNex' about 3 weeks ago when "esteel" first asked me about it.

The link to those sounds is in my Signature, under; " FOR_DEVELOPMENT_TEAM\ "
(The file is called: "MinstaNex-Sound-tests.zip")

However, what you hear there won't be final versions, ...I will keep working on variations (and continually update that folder) so the Team can choose favourites.

As I create these sounds, I will likely name the files as: "NexFire1", "NexFire2" as to "MinstaFire1" and "MinstaFire2" for your consideration.
Last edited by Tenshihan on Sun Oct 05, 2008 11:11 pm, edited 2 times in total.
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