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sound/player/pyria-skadi/player/fall1.ogg is not used by any player model
sound/player/soldier/player/fall1.ogg is not used by any player model
sound/player/soldier/coms/ideas/flagcarriertakingdamage.ogg is not used by any player model
sound/player/soldier/coms/ideas/getourflagback.ogg is not used by any player model
sound/player/marine/player/falling.ogg is not used by any player model
sound/player/fricka/player/fall1.ogg is not used by any player model
sound/player/carni-lycan/player/fall1.ogg is not used by any player model
sound/player/insurrectionist/player/fall1.ogg is not used by any player model
sound/player/reptilian/player/fall1.ogg is not used by any player model
sound/player/torus/fall.ogg is not used by any player model
sound/player/torus/hooah.ogg is not used by any player model
sound/player/specop/player/fall1.ogg is not used by any player model
divVerent wrote: I'm not a native speaker, and never was in the US army either, but whether the word is "affirmative" or "positive" would not matter to me. In US movies translated to German they say "positiv".
Does anyone know this for sure?
In case "affirmative" is the "right" word to use there, I'd prefer the sound identifier to be that one too.
divVerent wrote: After fixing all the sounds files, I got:sound/player/pyria-skadi/player/fall1.ogg is not used by any player model
sound/player/soldier/player/fall1.ogg is not used by any player model
sound/player/soldier/coms/ideas/flagcarriertakingdamage.ogg is not used by any player model
sound/player/soldier/coms/ideas/getourflagback.ogg is not used by any player model
sound/player/marine/player/falling.ogg is not used by any player model
sound/player/fricka/player/fall1.ogg is not used by any player model
sound/player/carni-lycan/player/fall1.ogg is not used by any player model
sound/player/insurrectionist/player/fall1.ogg is not used by any player model
sound/player/reptilian/player/fall1.ogg is not used by any player model
sound/player/torus/fall.ogg is not used by any player model
sound/player/torus/hooah.ogg is not used by any player model
sound/player/specop/player/fall1.ogg is not used by any player model
Also, you sometimes use "fall1.ogg" and sometimes "falling.ogg", and sometimes you have both (and then one is unused).
How do you intend them to be used? Currently these is no code using these sounds, but that may come later.
divVerent wrote: And does the 4.0.0 pack already contain the "normal leveled" rocket sounds?
I committed all the stuff from that pack, and fixed all the .sounds files. The script "check-sounds.sh" makes a report where the lines I quoted are part of - it is a great help with this.
GreEn`mArine wrote:My suggestions regarding CTF sounds:
I like the sound "flag taken", but I really miss to know WHICH flag was taken. I would really love it if there were distinct sounds like "red flag taken" and "blue flag taken". I mean, there is a "red scores"/"blue scores", so this suggestion would make sense
another suggestion would be 2 new sounds: "blue flag dropped", "red flag dropped". Atm it seems as if there is no sound at all if the flag is dropped.
#define ALLPLAYERSOUNDS \
_VOICEMSG(death) \
_VOICEMSG(drown) \
_VOICEMSG(fall) \
_VOICEMSG(falling) \
_VOICEMSG(gasp) \
_VOICEMSG(jump) \
_VOICEMSG(pain25) \
_VOICEMSG(pain50) \
_VOICEMSG(pain75) \
_VOICEMSG(pain100)
#define ALLVOICEMSGS \
_VOICEMSG(attack) \
_VOICEMSG(attackinfive) \
_VOICEMSG(coverme) \
_VOICEMSG(defend) \
_VOICEMSG(freelance) \
_VOICEMSG(incoming) \
_VOICEMSG(meet) \
_VOICEMSG(needhelp) \
_VOICEMSG(seenflag) \
_VOICEMSG(taunt) \
_VOICEMSG(teamshoot) \
_VOICEMSG(attacking) \
_VOICEMSG(defending) \
_VOICEMSG(roaming) \
_VOICEMSG(affirmative) \
_VOICEMSG(negative) \
_VOICEMSG(onmyway) \
_VOICEMSG(seenenemy) \
_VOICEMSG(getflag) \
_VOICEMSG(droppedflag) \
_VOICEMSG(flagcarriertakingdamage)
divVerent wrote:Okay, I applied the following changes:
weapons/tink1.wav for casings is no longer 0.5x as loud
weapons/rocket_fly.wav is no longer 0.4x as loud
weapons/rocket_det.wav is no longer 0.5x as loud
Now all sounds are played at the volume of the files.
And rename the "positive" to "affirmative", you've got my okay for this.
I added support for "fall" and "falling" in the sounds file, but it is still unused by the game code. The problem with playing "fall" is - when to play it exactly. After landing? But then it would replace the existing hitground sound....
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