Tenshihan's Newest Sound-Releases:

Developer discussion of experimental fixes, changes, and improvements.

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Postby divVerent » Sun Nov 02, 2008 7:24 pm

And as for the critique of the electro sounds - I actually like the fact that electro is harder to hear now. Electro primary is just an energy beam, and I imagine no moving parts responsible for firing it, and not a huge energy discharge either (as opposed to the nex), so making it less loud DOES make very much sense. If it ends up making the electro a "more sneaky" weapon - why not, electro is in the bottom half of the weapon balance anyway, so such a change will bring it some places up.
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 GreEn`mArine » Sun Nov 02, 2008 8:48 pm

Tenshihan wrote:
GreEn`mArine wrote: Personally, I will certainly either alter a few sounds so that they fit into my personal scheme of how loud I like the sounds to be, or replace some the weapon/pickup sounds with the old ones again.

Hopefully my re-leveling of these sound-aspects will satisfy your needs, ...I aim to please as many people as possible and respond well to any positive criticism that helps evolve Nexuiz.

Cheers mate,

With friendship,

~Tenshihan

Thank you ;). I will of course get the new pack once it's there and test the re-leved sounds, and do the frequency analysis at this point as well (I wanna find out how the old v2.4.2 sounds, your at that point "old" sounds and your new sounds compare to each other).
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby Mirio » Sun Nov 02, 2008 9:24 pm

Tenshihan wrote:
--FraNcoTirAdoR-- wrote: And the nexes sound surpresses that bipping, what is played when you hit a player.

Do you NEED to hear the 'hit' sound when you hit someone with a Nex, or aren't the flying-gibs enough of a sign that you "got them"? To put it another way - should the "Hit" sound be LOUDER than the Nex so you can hear it? ...Does anyone really have to answer that question?

Most of the time you need more than 1 nex shot so the "hit sound" sould be louder in my opinion


--FraNcoTirAdoR-- wrote: The best example is the laser: it reminds me of a super mario jump now, I swear :D Its like the weapons would turn into a techno felling games killing arsenal, I dont even dare to say which game I think about (starts with "W" :D ) The bass and depht are missing way too much...

...Unless you provide positive criticism that could help improve anything, the rest of this post is meaningless to me.[/quote]

Franco is right, i think we should keep the laser sound or improve this one because it does not sound really "Nexuiz" imo , like the Crylink ( reminds me of ASCII-weapon in LieroX , no one knows it anyway :) ) and the electro balls sound could be improved too
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Postby divVerent » Sun Nov 02, 2008 9:34 pm

I can hear the Nex hit sound just fine. Headphones problem again?
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 FraNcoTirAdoR » Sun Nov 02, 2008 10:00 pm

Your 'scratching noise' is most likey attributed to the same problem I just talked about - loose parts of glue-resin in your headphones.


Bought 3 days ago. And, well... Many players can't afford very high quality headphones or sound-system, does it mean they all wont be able to enjoy that new sound in Nexuiz? :shock: I'm not sure they will be comforted by thinking "Ahh whatever, its just my heaphone" :)



As for the launch sound itself; ...Should it be so quiet that you can hear EVERYTHING around you? How about NOT putting yourself in a position to be hit with a Nex? (Seems to me that strategy would be the best solution. Myself? I try to NOT stay still (or visible) while playing Nexuiz. Maybe that's just the Ninja in me?) :roll: Whether or not you can hear a Nex shooting at you is irrelevant if you are caught in it's crosshairs, ...because you KNOW without a doubt when you are hit. :lol:


Hehe, true :P But since the most played maps in CTF (at least in europe) are all wide-open (greatwall, facing and mental etc) its not that easy for the most players to move stealthed --> they will be under nex fire. However what you pointed is correct for most small sized maps/closed.



Do you NEED to hear the 'hit' sound when you hit someone with a Nex, or aren't the flying-gibs enough of a sign that you "got them"? To put it another way - should the "Hit" sound be LOUDER than the Nex so you can hear it? ...Does anyone really have to answer that question?


Yes, it is VERY important to hear if you hit a player or not with nex, because you know then that his hp/armor is certainly very low (at least not high any more). Think it drastical: if the hit sounds would be turned off, it would be almost impossible to measure the targets hp.



Turn your treble DOWN on your PC's equalizer, my sound-frequencies are NOT 'too high' at all. (Again as explained in my most previous post)


Kk, I will try that.



...Unless you provide positive criticism that could help improve anything, the rest of this post is meaningless to me.


What I meant (and pointed earlier) that the lasers new sound doesnt represent the feeling of a push-weapon in my opinion. Now it is much harder to hear someone using laserjump for example. I am not a DM player, so more experienced guys may confirm it (or send me the heck away :lol: ) but for that gametype this new sound makes people use laser more often since its harder to measure the exact location where the laserjump was made, and will reduce the importance of the of noweapon-skilljumps, because players are stealthed "by default".



I hope you didnt misunderstand the purpose of my earlier post, I really appriciate your efforts and results that you are making in the sound section of Nexuiz (kept about 70% of the new sounds, so im not against anything new), but anyway, I will ask around to see if other players have the same problems with those issues I mentioned :)
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Postby FraNcoTirAdoR » Sun Nov 02, 2008 10:09 pm

divVerent wrote:And as for the critique of the electro sounds - I actually like the fact that electro is harder to hear now. Electro primary is just an energy beam, and I imagine no moving parts responsible for firing it, and not a huge energy discharge either (as opposed to the nex), so making it less loud DOES make very much sense. If it ends up making the electro a "more sneaky" weapon - why not, electro is in the bottom half of the weapon balance anyway, so such a change will bring it some places up.


Hmm, convinced me a little about electros new primary sound. This way electro would have a "sneaky-feature" and would raise its importance so maybe not only the rl-nex-mortar trio would be preferred anymore. :)
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Postby ai » Sun Nov 02, 2008 10:11 pm

Is it just me but I know exactly where the players are all the time based on the sounds. I have no problems with them whatsoever. I can also hear which weapons they use, if it is laser or any other (and determine their location by that). I use headphones as well sometimes, sometimes I use my surround system too, even with that I have no problem (there aren't any surround sound in Nexuiz, right?).
Anyway, I too agree a bit with increasing the 'hit' sound or possibly lowering the Nex sound. Sometimes (rarely) I have a hard time knowing if I hit my target or not. It's just when a lot of action is taking place where I can miss the 'hit' sound made by the Nex.
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Postby divVerent » Sun Nov 02, 2008 10:20 pm

I just tried the sounds out with the following, representative, low-budget equipment:

Onboard audio (Intel 8x0). However, I also tested with my SB Live. No real noticable difference.

a) Cheap EUR 2 earphones without any name plugged directly into sound card
b) Cheap EUR 2 earphones without any name plugged into >10 years old radio cassette recorder, getting the PC's sound via Line In (I actually use this normally with my sound card, as it has nice speakers and a subwoofer built in)
c) Using the speakers of said radio cassette recorder

In the recorder, I tried:
1. "Turbo Bass Generator" on, EQ = +10 bass, +5 midtones, 0 treble
2. "Turbo Bass Generator" on, EQ = 0 bass, 0 midtones, 0 treble
3. "Turbo Bass Generator" off, EQ = 0 bass, 0 midtones, 0 treble
4. "Turbo Bass Generator" off, EQ = -10 bass, -10 midtones, +10 treble

I found out:
  • I can always hear all the sounds well, even electro fly.
  • Nex shot never covers the hit sound for me - I can really easily hear it.
  • EQ settings 4 are indeed worst (and sounds awfully distorted, it's just too much treble and not enough bass), which backs up Tenshihan's assumptions of a bad frequency response curve being at fault, but even with these I can hear the hit sound from a Nex shot easily. At EQ settings 1 (using extra bass, basically), I can hear some sounds better like spawn sounds and moving sounds (e.g. hitting ground). This may be an advantage.


So I conclude that - if you really cannot hear the hit sound behind your own Nex shot - something must be wrong with your audio equipment, as EUR 2 earphones or a 10 years old radio cassette recorder's speakers beat it. Anyway, as increasing bass (or reducing treble, of course) improves hearing of the sounds, I recommend you doing that if you feel you must. But maybe you just have bad settings (like high treble, low bass) in your sound card mixer (like, once tried stuff out, rebooted, and it saved the settings).

Another thing that may help you is the channel mixer that will be in Nexuiz 2.5. It allows you to turn down the volume of weapon sounds, and keep other categories of sounds (e.g. the hit sound) at their full volume. You can already do that if you make your own svn build.

BTW, I did not use any cables with gold plugs :P
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 ai » Sun Nov 02, 2008 10:26 pm

I should also probably mention that the headphones I'm using are old like the street. I also dropped them a couple of times to the ground and they broke twice. I had to glue them back together a few times. But surprisingly I still hear everything clearly :D And the mic still works as well. If some sounds does get distorted which happens incredibly rarely, I wouldn't be surprised if it is my headphones fault :)
It's some kind of old 'Media-Tech' headphones.
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Postby terencehill » Mon Nov 03, 2008 12:05 pm

I appreciate almost all your sounds, u did a very good work.

I express here some criticisms:

The laser sound: I like this new sound too, but I guess it was a bit better the old one. It just fitted well with such a weapon.

The nex sound: too much powerful in the beginning, I personally prefer a softer sound, just to differentiate the nex from a real life sniper weapon.
About the hit sound whit nex shot: I hear the hit sound roughly 95% of the times, but it's very odious that 5%. I guess it's due to some other loud sounds played at the same time of the nex shot (maybe rl sound or gl sound). Here is why, u can't notice it unless u experience such a rare situation from yourself. Never had this problem with old sound.

The rl sound: I guess me too, like francotirador, that it sounds as if it has been recorded with a too high volume. I feel immediately this defect on any kind of sounds and songs; and my ears hate them *. I guess that the sound u used, taken from a real rl shot, have this problem. II can't understand why u don't notice it... strange... it really seems for me so much evident...

* like the new Metallica album... sound totally fucked up trying to give as much volume as (im)possible. Luckily they did a guitar hero version of the album so now it can be listened...
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