divVerent wrote:Well, I cannot code support for these sounds without having the sounds, or they (in this case crylink secondary fire) will be soundless on svn servers.
When is crylink_impact to be played?
And I prefer it to be attackinfive, but what name the ogg files have I don't care. I did not look at the .sounds files much, I instead ran a script that added // for nonexistant files.
As for a template - default.sounds is exactly that, imho.
The Coms are played using "cmd voice attackinfive" for example.
And BTW, I am from Germany, and the only sound that actually sounds distorted to me is the electro combo, but I take it that is intentional.
Sorry I forgot to upload the beta version of 'tenshihan-v4.0.0.pk3'.
You can get it now from the folder called; "FOR_DEVELOPMENT_TEAM"
I also made a new armor10 sound, for those cool-looking vest-armor icons, ...should you want to encode that sound for that icon, I think it would be great.
Unfortunately - due to having the flu, right now - I haven't been able to do any new vocal recordings for the "Item-dropped", etc, that you asked for, ...i'm really sorry man, but I need my voice working correctly to match the previous accents I used for the different player-models. I'm HOPING this damn flu will be gone by the end of the week, ...and hopefully I can get them FINISHED by that time.
Oh, the "Crylink_Impact" is intended for any map surfaces, because right now it's mute and does nothing when it shoots anything other than a player, ...hopefully you will like my new sound - but since it's new, i'm definitely open to suggestions for alteration.
Hmmn, the "default.sounds" template doesn't have all the sounds listed that you asked for me to make, so here is my player-sound list so far, using "carni-lycan" as an example: (I HOPE i've done this right, otherwise, I hope you can fix it, please?)
attack sound/player/carni-lycan/coms/attack 0
attackinfive sound/player/carni-lycan/coms/attackinfive 0
coverme sound/player/carni-lycan/coms/coverme 0
defend sound/player/carni-lycan/coms/defend 0
freelance sound/player/carni-lycan/coms/freelance 2
incoming sound/player/carni-lycan/coms/incoming 0
meet sound/player/carni-lycan/coms/waypoint 0
needhelp sound/player/carni-lycan/coms/needhelp 2
seenflag sound/player/carni-lycan/coms/flagseen 0
taunt sound/player/carni-lycan/coms/taunt 3
teamshoot sound/player/carni-lycan/coms/teamshoot 3
death sound/player/carni-lycan/player/death 3
drown sound/player/carni-lycan/player/drown 0
falling sound/player/carni-lycan/player/falling 0
gasp sound/player/carni-lycan/player/gasp 0
jump sound/player/carni-lycan/player/jump 0
pain25 sound/player/carni-lycan/player/pain25 0
pain50 sound/player/carni-lycan/player/pain50 0
pain75 sound/player/carni-lycan/player/pain75 0
pain100 sound/player/carni-lycan/player/pain100 0
//
(end)
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Germany! ...I'm glad to hear that your system doesn't distort then, ...i'm guessing that this problem must be caused by plugging in headphones when the system itself is set to 5.1 surround to begin with, instead of keeping it at stereo when using them.
Yes, the "electro combo" sounds awesome as is - I only took off the pop from the end of the wave that was there, ...I think it's perfect as is. (I tried once to minimize the distortion, but it lacked the same powerful feeling after making such a change), so I put it back.
