Footsteps sounds SOLVED and fixed

Developer discussion of experimental fixes, changes, and improvements.

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Sat Jul 12, 2008 7:21 am

  • Hi guys, I just wanted you to know that the NEXUIZ game engine only recognizes MONO sounds as the source of direction, so if you were wondering "Why can't I tell where my opponents are by listening?" (When playing with the 'FOOTSTEPS' Mutator), it was because they were originally made in STEREO by default.

    No biggie really.

    So anyway - I've fixed that little problem by making them all MONO. So now you CAN pinpoint where your opponent is! (Awesome for Arena matches!)

    Also, my sound fixes the footsteps so it doesn't sound like everyone is wearing high-heels anymore. ;)

    Take care everyone!

    ~Tenshihan
    Last edited by Tenshihan on Mon Sep 01, 2008 3:43 am, edited 1 time in total.
    Tenshihan
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Sat Jul 12, 2008 10:32 am

  • Tenshihan wrote:like everyone is wearing high-heels
    Thank you so much, I was thinking the same when I heard the footstep sounds for the first time. :D
    What about the landing sounds while jumping? I think they sound a little weird too.
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Sat Jul 12, 2008 11:18 am

Sat Jul 12, 2008 11:40 am

  • ai wrote:I can't even hear any footsteps ingame. Never could, never bothered. Perhaps that's a server and a default setting, don't know. I only hear the landing steps and those determine where the player is.


    Oh, you have to turn on the "Footsteps" mutator in the multiplayer settings. Maybe you are referring to the regular single-player aspect?
    Last edited by Tenshihan on Sat Jul 12, 2008 8:57 pm, edited 1 time in total.
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Sat Jul 12, 2008 11:42 am

  • [GF]HarryButt wrote:
    Tenshihan wrote:like everyone is wearing high-heels
    Thank you so much, I was thinking the same when I heard the footstep sounds for the first time. :D
    What about the landing sounds while jumping? I think they sound a little weird too.


    Hi again Harry,

    You're very welcome! ...I will check out those 'landing sounds' tomorrow when I wake up. ;)

    Cheers!
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Sat Jul 12, 2008 11:58 am

  • Tenshihan wrote:Oh, you have to turn on the "Footsteps" mustator in the multiplayer settings. Maybe you are referring to the regular single-player aspect?

    Lool, thanks. I've been around for about since version 1.0 and this is the first time I hear footsteps to my knowledge. So it is a default setting not having footsteps on.
    And to the sounds, I like them. At first they seem a bit odd but you get used to them. However the especially squeaky part, like a gym shoe dragging on a polished floor you might want to lose (04 and 06) and get more like a chuggy dirt feel to it (if that makes sense, even I barely know what I mean).
    Also, perhaps if you could make them sound just a tad heavier? Some models are big fellows and there's even a robot which I believe must weight pretty much.
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    ai
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Sat Jul 12, 2008 1:23 pm

  • The footsteps need diffrent sounds for diffrent models and surface material :) Which requires code changes.
    Also I want swimming sounds :P Right now the landing sound is played when swimming to the surface. ;(
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Sat Jul 12, 2008 4:25 pm

  • First off, thanks for fixing the foot steps, they sound great! Much more enjoyable than the previous clomp clomp, clomp clomp.

    I liked what you did with the mg, laser and the crylink but I don't really like the crashing pop the rocket makes when it explodes. The swoosh from the rocket is good.


    Also,

    g_footsteps 1
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Sat Jul 12, 2008 8:47 pm

  • [-z-] wrote:First off, thanks for fixing the foot steps, they sound great! Much more enjoyable than the previous clomp clomp, clomp clomp.

    I liked what you did with the mg, laser and the crylink but I don't really like the crashing pop the rocket makes when it explodes. The swoosh from the rocket is good.

    Also,

    g_footsteps 1


    Hi again [-z-]!
    I'm glad you like the new footsteps sounds, and I will probabaly be making new ones soon as well. I have more sounds to make when the codes are made for various player/surface properties. ((morfar is very correct in that fact))

    BTW, I've fixed the "Rocket_Impact" now, and I will be releasing a new soundpack by late tonight or tomorrow, depending on my schedules. ;)

    Oh, and where do I put that code "g_footsteps 1" to make it permanent? Does it go into my "Nexuiz\data" config.cfg?

    Thanks!

    _________

    To ai,

    Hi again!

    Yes, I've severely minimized the squeek on numbers 4 & 6 for you (good ear my friend!), so my next release will hopefully please you. ;)

    Cheers!
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Sat Jul 12, 2008 9:51 pm

  • I believe you config.cfg gets rewritten on shutdown.

    Create a file called 'autoexec.cfg' in your data directory and paste it in there.

    Note that this is a server-side mutator and will only work when you create a game.
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Sat Jul 12, 2008 10:21 pm

  • [-z-] wrote:I believe you config.cfg gets rewritten on shutdown.

    Create a file called 'autoexec.cfg' in your data directory and paste it in there.

    Note that this is a server-side mutator and will only work when you create a game.


    Cool! Will that work with the other mutators I like as well? (low gravity / hook) for sound testing reasons.

    If so, what are the codes to put in, and how do I set the low gravity level? I usually use 30 instead of the default 25.

    Thanks in advance!
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Sat Jul 12, 2008 11:01 pm

Sun Jul 13, 2008 1:58 am

Mon Sep 22, 2008 10:47 pm

  • Found this topic so I thought to post in it rather then make a new one. I tried that mutator and I like the footsteps sounds a lot (that mutator also enables hurt voices for when the player is hit, the game is much more realistic like that).

    I only have a very big wish now; Could you please please please remove the mutator and make this a normal audio option that anyone can turn the volume up or down for? I really see no use to have it as a mutator because footsteps should be an audio setting like in every game, not a server flag. Probably its still too experimental to put it on a volume slider? Anyway Id really appreciate it if we could hear steps on every server we enter without the server having to turn any mutator on, so if you really want to enable footsteps please do change that in the next version. Love the new feel anyway :)
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Tue Sep 23, 2008 5:59 am

  • morfar wrote:The footsteps need diffrent sounds for diffrent models and surface material :) Which requires code changes.
    Also I want swimming sounds :P Right now the landing sound is played when swimming to the surface. ;(


    The code changes are already there, the Q3A parameters "metalsteps" and "nosteps" are supported.
    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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Tue Sep 23, 2008 6:01 am

  • MirceaKitsune wrote:I only have a very big wish now; Could you please please please remove the mutator and make this a normal audio option that anyone can turn the volume up or down for? I really see no use to have it as a mutator because footsteps should be an audio setting like in every game, not a server flag. Probably its still too experimental to put it on a volume slider? Anyway Id really appreciate it if we could hear steps on every server we enter without the server having to turn any mutator on, so if you really want to enable footsteps please do change that in the next version. Love the new feel anyway :)


    No. Footsteps give away your location. By default, servers have that off for a reason - so you can be sneaky (like in a 1on1 match) by not picking up any items or jumping.
    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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Tue Sep 23, 2008 9:40 am

  • divVerent wrote:No. Footsteps give away your location. By default, servers have that off for a reason - so you can be sneaky (like in a 1on1 match) by not picking up any items or jumping.


    Hmm... I can half-agree with that and that's probably not a bad idea. I'd still believe it's normal for footsteps to be heard by default as it would seem a normal thing for any 3D space where you control a character that walks over surfaces. In games where I do hear footsteps it's also been hard for me to track down someone's location more then I could without the footstep sounds. Usually I track down one's location by hearing the place they're shooting from though yeah that might be different for 1on1's.

    Anyway if making it a default to conceal others location while moving is whats best, I'd think about the following alternatives which could make it up for both wishes of concealing position and hearing the steps if everyone agrees:

    1 - I'd find this one the best thing to do; Make a No Footsteps mutator and put things the other way around (footsteps on by default and if someone wants a sneaky-type server enable that mutator to remove the footsteps). I'd put the vote on this one since the "mutation" would normally be removing the footsteps, not hearing them.

    2 - If location tracking by footsteps must not be a default, one great alternative would be to allow at least your own footsteps and pain sounds to be heard but no one elses. That will improve the realism and not give away other people's position although it may sound weird to hear your own footsteps and not others but that would still be a big improvement and I see no reason it it wouldn't work out.

    3 - Small alternative to the idea above, the default could be hearing your own footsteps at the default / normal volume but only hearing other people's when they are very close and standing next to you. That way you only hear one's position if they're totally close enough. The mutator would then be to hear them at default radius.

    4 - Instead of removing other people's footstep sounds completely, when the mutator isn't on a player cannot hear footsteps in stereo mode. That way, they will only hear other people's footsteps at a lower volume if they're far and a higher one when they're close but not the direction they're coming from, just the radius. That would half-conceal people's locations and allow footsteps to be heard for more realism.

    So yeah maybe at least one of the above might work, I'd really love hearing at least my own self walking as that couldn't hurt with location giveaway :) Missing footsteps only make the game seem a bit more incomplete I believe.
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Tue Sep 23, 2008 6:48 pm

  • I also wish that footsteps were on by default, and that Ninja-mode "silence" should be an optional mutator.

    However, footsteps MUST be in Mono, NOT Stereo, otherwise it doesn't work to hear them all over the map simultaneously. The game-engine only recognizes mono-sources as designation for pin-pointing sound, as I mentioned at the beginning of this thread.

    Anyway - my newest sound-pack FIXES all of that anyhow, just check my Signature for:

    "Tenshihan-V3.5"

    Download it, place it in your "Nexuiz/data" folder, then start-up your game, and ENJOY! :)

    Also, if you want to ALWAYS have the mutator 'footsteps' on, then make an "autoexec.cfg" fle, (use notepad to create a textpad document called "autoexec" and then rename the extension from ".txt" to ".cfg") and in there, put the following code:

    "g_footsteps 1" (without the quotes)

    Then put the "autoexec.cfg" file into your "Nexuiz/data" folder as well, ...now every game you start (as server) will have the footsteps on. ;)
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Tue Sep 23, 2008 8:16 pm

  • Tenshihan wrote:However, footsteps MUST be in Mono, NOT Stereo, otherwise it doesn't work to hear them all over the map simultaneously. The game-engine only recognizes mono-sources as designation for pin-pointing sound, as I mentioned at the beginning of this thread.

    Anyway - my newest sound-pack FIXES all of that anyhow, just check my Signature for:


    Yeah that sounds logical, since the stereo must be used to play the sound directional in the map, and if that sound is stereo itsself that would be something like playing stereo in stereo.

    And I should certainly check that patch soon. Will it also be in a future official release of the game?
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Tue Sep 23, 2008 8:18 pm

  • Basicly footsteps are bad as you can see in other games with somewhat similar physics..
    Take quake3. People either bunnyjump or sneak (+speed button) making them super slow. Walking around is almost as loud as jumping around so there is no reason to slow down and sneak as sneaking is WAY to slow (unless at some very special occations)
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Tue Sep 23, 2008 10:29 pm

  • esteel wrote:Basicly footsteps are bad as you can see in other games with somewhat similar physics..
    Take quake3. People either bunnyjump or sneak (+speed button) making them super slow. Walking around is almost as loud as jumping around so there is no reason to slow down and sneak as sneaking is WAY to slow (unless at some very special occations)


    Footsteps could be disabled for sneaking and crouch-walking if that's what you meant. How about the idea of each hearing only their own footsteps when the Steps mutator isn't on? That could make those who want them happier and would also not do a position giveaway. Dun want it if there's really no way to do that though so if not we'll just stick with that patch and the current mutator but I hope it may get tried.
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Wed Sep 24, 2008 4:53 am

  • Always playing your OWN footsteps may sound good, but it also means it is not easy to know if footsteps are on on a server or not.

    May otherwise be a considerable alternative.

    But for the 1on1 crowd, footsteps should stay off by default. Again, your OWN footsteps may be fine to enable, but it makes it harder to know what the server is set up to.
    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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Wed Sep 24, 2008 6:52 am

  • So to summarize there is a suggestion to make g_footsteps 1 instead of g_footsteps 0 default.

    The gameplay is not affected cause physics/audio experience stays the same. So the whole deal is a matter of convenience for server admin. Therefore it's not very important cause you can enable/disable it with several clicks or one command.

    Yet, there might be a client cvar to hear his own footsteps even it might disturb his multiplayer match. This cvar could be liked by those who prefer visual/audio pretiness rather than competitive setup.
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Thu Sep 25, 2008 6:25 pm

  • Gameplay is not affected by g_footsteps 1???????????????
    It will be quite a lot and for the bad in my opinion..

    As for a client side option, its an awkward idea.. if there should be one it should be off by default as beginners will only be confused by it and the sound will make it even harder for them to hear stuff in the map.. But people that feel like they need it could enable it.
    Doubt its useful though
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Fri Sep 26, 2008 4:51 am

  • Meh, esteel, gameplay is not affected because qc code stays the same. Only default value changes from 0 to 1 in server config. So now you need to click disable footsteps instead of enable them.
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Mon Sep 29, 2008 7:47 pm

  • No.. i meant gameplay (actually playing..) will change because of the sounds.. you make noices when moving. And if it were only client side it would be very strange as i said, and client side ONLY it should be disabled by default as i makes stuff harder to hear and makes no sense at all
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Mon Sep 29, 2008 11:27 pm

  • divVerent wrote:Always playing your OWN footsteps may sound good, but it also means it is not easy to know if footsteps are on on a server or not.

    May otherwise be a considerable alternative.

    But for the 1on1 crowd, footsteps should stay off by default. Again, your OWN footsteps may be fine to enable, but it makes it harder to know what the server is set up to.


    Well there are and probably will be many mutators who's effects won't be instantly noticed when you enter a server, so that surely wouldn't be the only case. There is the server info button (default "i") which lists the server information and settings, including the mutators the server has enabled, so personally I don't think this would confuse people too much and they can check if the mutator is on or not (or will just notice soon as it would be pretty obvious when only your footsteps are heard or others too I think).

    esteel wrote:No.. i meant gameplay (actually playing..) will change because of the sounds.. you make noices when moving. And if it were only client side it would be very strange as i said, and client side ONLY it should be disabled by default as i makes stuff harder to hear and makes no sense at all


    I personally don't believe that can affect gameplay much at all. It's just an ambient sound for realism you'd hear while walking which most games have so people are generally used to it. When I tested with the mutator on it did not affect the way I played any bit. Of course others know the game far better then me so I may be wrong but so far I don't believe that can happen from what I noticed. Also footsteps don't need to have a very high volume I think, so own footsteps can be left at the volume where they are heard the most but also bother the least.

    Anyway now that that's been brought up, is there currently any client console command to enable own footsteps on any server? Though I'm guessing separate own footsteps are not implemented in the current version so it's possible the mutator is the only way now.
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Tue Sep 30, 2008 1:40 am

  • MirceaKitsune wrote:I personally don't believe that can affect gameplay much at all. It's just an ambient sound for realism you'd hear while walking which most games have so people are generally used to it. When I tested with the mutator on it did not affect the way I played any bit. Of course others know the game far better then me so I may be wrong but so far I don't believe that can happen from what I noticed. Also footsteps don't need to have a very high volume I think, so own footsteps can be left at the volume where they are heard the most but also bother the least.

    Anyway now that that's been brought up, is there currently any client console command to enable own footsteps on any server? Though I'm guessing separate own footsteps are not implemented in the current version so it's possible the mutator is the only way now.


    I agree with esteel and anyone experienced in 1v1 would, too. If you want to enable your own footsteps sounds for yourself that's fine I suppose, you'll just be distracted and miss important sounds coming from your opponent. It's the same thing as having music while playing. I would vote against having this option enabled by default.

    I do not claim to have the absolute truth, but I don't think nexuiz is meant to be "realistic" like Counter Strike type games. Nexuiz is very fast paced, footstep sounds would dramatically change gameplay, IMO in a bad way. And anyone whining about spawnkills, well with footsteps it would be 10x worse. Playing against a good player, you'd get spammed with rockets in your face at every corner you're about to turn because there would be no way to be sneaky. ;) And having to crouch to be sneaky would slow the game down too much.
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Tue Sep 30, 2008 10:05 am

  • nifrek wrote:I agree with esteel and anyone experienced in 1v1 would, too. If you want to enable your own footsteps sounds for yourself that's fine I suppose, you'll just be distracted and miss important sounds coming from your opponent. It's the same thing as having music while playing. I would vote against having this option enabled by default.

    I do not claim to have the absolute truth, but I don't think nexuiz is meant to be "realistic" like Counter Strike type games. Nexuiz is very fast paced, footstep sounds would dramatically change gameplay, IMO in a bad way. And anyone whining about spawnkills, well with footsteps it would be 10x worse. Playing against a good player, you'd get spammed with rockets in your face at every corner you're about to turn because there would be no way to be sneaky. ;) And having to crouch to be sneaky would slow the game down too much.


    There is already a Footsteps volume slider in the Misc menu under settings (in SVN) though that slider affects all footsteps, be them yours or someone elses with the mutator. A simple "Own footsteps" checkmark to turn the setting on or off would be perfect I think, and sure there's no need to make it a default.. just have it there for those who want it. Or maybe at least a cl_ console command so one can enable them from the console with a cvar directive.

    I'm not saying Nexuiz is supposed to be a realistic combat simulator either, it just seems wrong to me when you walk like a ghost floating above a surface that way. Just how I personally feel.. that's something that feels different for each player in part. I think there are generally two categories of players: Those who want a fast and easy way to play most simply and at the highest performance, and those who also want more realism and types of effects into the game to make it seem more real (I'm one who's crazy about all kinds of nice effects in games too :P ). So yeah I'd be glad to see a non-default option in Settings, or at least a console cvar for this... that would probably make both sides as happy as they could be :)
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Wed Jan 21, 2009 1:09 pm

  • Not sure if there's a point to reviving this here or not but I made a patch which implements what was discussed above, the own footsteps optional sounds. It's indeed disabled by default and enables only local footsteps when used unless g_footsteps is enabled on the server in which case the new cvar is ignored and you hear everyone's steps.

    You can find the patch in THIS POST. I tested them and they sound very good to me :) Basically the g_footsteps mutator remains a system used to track other people's position through walls (especially in 1on1 games) while the cl_own_footsteps cvar is used as a nice sounding optional effect which changes the feel when walking.
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