Tenshihan's Newest Sound-Releases:

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Tue Sep 23, 2008 6:37 pm

  • Hi everyone,

    Well, i've been at it again all night and all day, and have finally come-up with some new sounds.

    Installation: Check my Signature for "Tenshihan-V3.5.pk3", download it, (RENAME the extension to ".pk3" INSTEAD OF: ".zip") and then just place my soundpack into your "Nexuiz/data" folder. Start-up your game and you're good to go! :)

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

    Tenshihan-V3.5:

    Release date: Sept 23, 2008

    * ALL NEW CTF and Domination sounds! (Play to hear them!) ;)

    * Gave the power-up 'STRENGTH' some extra OOMPH.

    * Fixed the 'Jump-Pad' sound so it doesn't hurt the ears anymore, and gave it some nice deep resonance.

    * New shotgun sound...clearer, suits the default model better.

    * "Yoda" Announcer clip saying "Did Yoda show you that?" Has been changed to "Amazing". Much respect to Torus for his excellent original work, I just got fed up of hearing that players were mis-understanding what he said, so I simplified it. ((EDIT: I've since been notified after publishing this post that it WASN'T Torus who did the voice for the game, ...my apologies to whoever IS responsible, ...so to whomever DID make them, ...I wish I knew so I could give you credit!))

    * Footsteps = Are now MONO so you can now pinpoint where your opponents are.


    Still Included:

    * Crylink_fire = Enhanced with resonating electrical fizzleness.

    * Electro_bounce = Now it sounds like a ball of sparkling electrical PLASMA, and NOT a damn huge-ass glass marble.

    * Mortar "Grenade_bounce" = Old heavier sounds put back in. No more clangy 'fork on a tin-can' sound.

    * Mortar "Grenade_fire" = Deeper sound.

    * Hagar_fire = Sharper, clearer sound. No longer distorted.

    * Hook_fire = Updated to sound like the energy-based Tractor-beam it IS.

    * Lasergun_fire = Enhanced the sound, shortened it.

    * LaserImpact = Shorter, less distracting.

    * NexFire = Quieter, dropped the treble so your ears don't bleed anymore.

    * Rocket_Fire = Sampled from a REAL Rocket-Launcher, ...MUCH more aggressive and bolder sound.

    * Rocket_Impact = Mixed from three sources to blow your damn ears.

    * Shotgun_fire = I recorded this shotgun myself at the Gun-Range. (As of V3.4 added some extra effects in afterwards)

    * Uzi_fire = Added a bullet-casing sound at the end of the soundwave.

    * 'Hit' sound now has a combination of my 'pre-gib' and the original (back by popular demand) ..Turned out great. ;)


    ~Michael 'Tenshihan' Quinn
    Last edited by Tenshihan on Tue Apr 07, 2009 5:03 am, edited 4 times in total.
    Tenshihan
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Tue Sep 23, 2008 8:26 pm

  • Nice. Incidentally, I didn't do the original sounds. I don't know who did. The "Yoda" sound was a remnant of those original ones.
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Tue Sep 23, 2008 9:39 pm

  • Nice soundwork, but I don't think the new nex sound fits the profile of the weapon too well. I'd take out the thunder-esque track and lower the bass on the actual shot sound. Maybe I'm alone, but I think of the nex as an accurate weapon that shoots 'needle-like' shots instead of huge beams of gas.

    The buzz on the rocket clip is a nice touch. I wish I had my good headphones with me to review your sound pack more accurately, but it sounds amazing right now.
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Tue Sep 23, 2008 10:52 pm

  • I love those sounds. Really awsome, especially with a lot of action (which is how I first came to play with them, gotta tell you, awesome first impressions :D). I like the change of the 'Did Yoda show you that' sound clip. Seems more awarding when your new clip plays :D. As well as the other weapons, everything just seems so much more awarding now, especially hits and deaths made by the Nex.

    I agree that the sound doesn't fit the model (which I stated in another thread). However, I think people are planning on changing the Nex, or least thought of doing it. I know that some wants that, including me. If people are willing I could even model out a new weapon unless someone else wants to/beats me to it. I was thinking creating a weapon that fits this sound.

    I was wondering if you would redo some of those sounds that plays when you pick up items and weapons. I think it would be nice with a change, though don't know what the other are thinking. Also, the 'Captured the Flag' sound I also wish to be redone to something else. Much like those when you take and return a flag.

    Anyway, godlike sounds IMO, love them.
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Wed Sep 24, 2008 6:27 am

  • Woo. Now we need "BONE CRUSHER!" and MELEE WEAPON. :)
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Wed Sep 24, 2008 7:04 am

  • torus wrote:Nice. Incidentally, I didn't do the original sounds. I don't know who did. The "Yoda" sound was a remnant of those original ones.


    Crap! Somewhere I read here on the forums that it was You who did those voices? ...Oh well, sorry for the mistake, Torus!
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Wed Sep 24, 2008 7:50 am

  • Mute Print wrote:Nice soundwork, but I don't think the new nex sound fits the profile of the weapon too well. I'd take out the thunder-esque track and lower the bass on the actual shot sound. Maybe I'm alone, but I think of the nex as an accurate weapon that shoots 'needle-like' shots instead of huge beams of gas.

    The buzz on the rocket clip is a nice touch. I wish I had my good headphones with me to review your sound pack more accurately, but it sounds amazing right now.


    I made this sound this way because the Nex IS a futuristic Rail-Gun, and yes, you're right, Rail-Guns do employ the use of a very small, thin projectile. (Typically a piece of bullet-shaped Aluminum or Depleted-Uranium as a projectile, no larger than a .38 special or .357 magnum.)

    I used the sound of thunder because the projectile moves so fast (seven times the speed of sound), and so, when it goes off - it really DOES sound like a Lightning-Strike up close.

    Sound (at 0:18 seconds, and again at 3:31): http://www.youtube.com/watch?v=y54aLcC3G74&fmt=18

    Longer Documentary: http://www.youtube.com/watch?v=4OqlTXwLG40&fmt=18

    The velocity is so fierce, that just the friction of the projectile leaving the Muzzle - ignites the Hydrogen/Oxygen mixture in our atmosphere causing a huge plume of flame to erupt from the end of the barrel, even though no pyrotechnics are involved.
    Watch: http://www.youtube.com/watch?v=i1q_rRicAwI&fmt=18

    Military RailGun speeds for 2008:
    2401 meters per second / 8645 kilometers per hour / 5369 miles per hour / 7875 feet per second / Mach 7.973

    So yeah - thunder is definitely in order.

    I think when you have your nice headphones on, it will 'feel' right. (I personally use my professional AKG 240 headphones to test sounds, and then play the game at full volume in my studio with my Dolby 5.1 surround system. It seriously shakes the entire house.) ;)

    As others have said, perhaps the Nex-Model itself needs a work-over? I personally love it. But that's just my opinion.

    Thanks about the Rocket! I also sampled that from a REAL Rocket-Launcher! ;)

    ~Tenshihan
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Wed Sep 24, 2008 12:29 pm

Wed Sep 24, 2008 2:23 pm

  • 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 :)
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Wed Sep 24, 2008 5:24 pm

  • ai wrote:I love those sounds. Really awsome, especially with a lot of action (which is how I first came to play with them, gotta tell you, awesome first impressions :D). I like the change of the 'Did Yoda show you that' sound clip. Seems more awarding when your new clip plays :D. As well as the other weapons, everything just seems so much more awarding now, especially hits and deaths made by the Nex.

    I agree that the sound doesn't fit the model (which I stated in another thread). However, I think people are planning on changing the Nex, or least thought of doing it. I know that some wants that, including me. If people are willing I could even model out a new weapon unless someone else wants to/beats me to it. I was thinking creating a weapon that fits this sound.

    I was wondering if you would redo some of those sounds that plays when you pick up items and weapons. I think it would be nice with a change, though don't know what the other are thinking. Also, the 'Captured the Flag' sound I also wish to be redone to something else. Much like those when you take and return a flag.

    Anyway, godlike sounds IMO, love them.


    It's always great to hear from You ai!
    I think it would be awesome to see a new Nex-model remake done by You, ...please let me (and others of course) know when you've got some samples! :)

    Yes, some of my next projects are in redoing Armour & Health pick-up sounds, ...so you can expect to hear those as well in the near future. ;)

    BTW have you heard my newest soundpack? (V3.5 & V3.5.1) ...I made new CTF & Domination sounds just about a day ago, (V3.5.1 has my voice included saying; "Flag Captured" & "Flag Returned") ...Maybe you will like them?

    Thank you again for your positive feedback, ...it's when I hear nice things, that I feel incentive to keep working hard.

    Cheers mate!

    ~Tenshihan
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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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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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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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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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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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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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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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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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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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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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Sun Oct 05, 2008 10:56 pm

  • Alien wrote:Nexuiz should have Super Shotgun. :)

    That WOULD be cool, ...I've already made a sound that would suit that perfectly - however, it should be an alternate secondary-fire to the existing shotgun (instead of the rapid-fire three-shot).

    My only concern is the players-hearing, because the sound is really, really loud as hell, and over-usage can very likely cause serious ear-damage if used too often. ...That's partly the same reason why I dropped the decibel-levels of all my weaponry-sounds by 2.5db.
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Wed Oct 08, 2008 7:11 am

  • Tenshihan-V3.5.4.pk3 is now available. See my Signature for download.

    Release date: Oct 8, 2008

    * All NEW KeyHunt sounds. (As requested by DivVerent)

    * New 'Armor' sounds.

    * New 'Mini-Health' sounds.

    * Re-Leveled the weapon-Sounds to be louder than the last soundpack, while still allowing my CTF voice-over to be heard.

    __________

    Still Included:

    * NEW CTF and Domination sounds. Vocal; "Flag Taken" & "Flag Returned" ...Play to hear them).

    * Gave the power-up 'STRENGTH' some extra OOMPH.

    * Fixed the 'Jump-Pad' sound so it doesn't hurt the ears anymore, and gave it some nice deep resonance.

    * New shotgun sound...clearer, suits the default model better. (As of V3.4, ...I added some extra effects in afterwards).

    * Original "Yoda" announcer clip saying "Did Yoda show you that?" Has been changed to "Amazing". I just got fed up of people misunderstanding the original, so I simplified it.

    * Footsteps = Are now MONO so you can now pinpoint where your opponents are.
    (New footsteps will be recorded when the codes are made for individual player-models and ground-surfaces.)

    * Crylink_fire = Enhanced with resonating electrical fizzleness.

    * Electro_bounce = Now it sounds like a ball of sparkling electrical PLASMA, and NOT a damn huge-ass glass marble.

    * Mortar "Grenade_bounce" = Old heavier sounds put back in. No more clangy 'fork
    on a tin-can' sound.

    * Mortar "Grenade_fire" = Deeper sound.

    * Hagar_fire = Sharper, clearer sound. No longer distorted.

    * Hook_fire = Updated to sound like the energy-based Tractor-beam it IS.

    * Lasergun_fire = Enhanced the sound slightly, and shortened it.

    * LaserImpact = Shorter, less distracting.

    * NexFire = Quieter, dropped the treble so your ears don't bleed anymore.

    * NexImpact = Now has Plasmic Sizzleness. ;)

    * Rocket_Fire = Sampled from a REAL Rocket-Launcher, ...MUCH more aggressive and
    bolder sound.

    * Rocket_Impact = Mixed from three sources to blow your damn ears.

    * Uzi_fire = Added a bullet-casing sound at the end of the soundwave.

    * 'Hit' sound now has a combination of my 'pre-gib' and the original (back by
    popular demand)
    Tenshihan
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Wed Oct 08, 2008 7:30 am

  • (New footsteps will be recorded when the codes are made for individual player-models and ground-surfaces.)


    For individual models footsteps and landing sounds are intentionally not supported, as choosing the model should give no advantage in a competitive match.

    However, surface dependent sounds are already supported in Nexuiz svn. They use sound files misc/metalfootstep01 to 06 for metal surfaces, and accordingly misc/metalhitground1 to 4. It's just that they are currently just copies of the "normal" files.

    Other surface types are not supported, because Quake 3 did not support them and they'd need extra support in the mapping tools. However, as an incentive to make some, what about making such steps anyway (sand, grass)? I'd then add support for them to Nexuiz and NetRadiant, but people using GtkRadiant 1.4 won't be able to use them.
    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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    divVerent
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Wed Oct 08, 2008 8:01 am

  • Just checked out the sounds... I like the medium and big armors now too.

    My only last problem with them: the new armor1 sound. I thought it's more like something bouncing off the floor, so the first thing I tried when hearing them was to try out all weapons that bounce. Can you change that one so it is less distracting?

    The key hunt sounds are nice, BTW.
    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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    divVerent
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Wed Oct 08, 2008 8:45 am

  • Another request:
    PLEASE could you gives us Yoda back... you know... It''s a kinda "Nexuiz legacy" :D

    Nooo!
    I don't realy like this one :(

    Hagar: I've liked 3.5.3 better :(
    Same for the small armor pickup (this one reminds me Mario actually :P )

    Same goes for the Nex.
    Last edited by C.Brutail on Wed Oct 08, 2008 9:02 am, edited 1 time in total.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Wed Oct 08, 2008 8:53 am

  • I just wanted to say

    VERY GOOD WORK

    and

    THANK YOU !

    and while I am at it, I agree that the armor pickups do sound a bit bouncy/sharp still and I loved the Yoda announcement too. :oD

    Keep it up!
    <Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
    <Lee Vermeulen>:
    <Community>: http://www.xonotic.org
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    halogene
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Wed Oct 08, 2008 9:02 am

  • Please don't add "Awesome! Did yoda show you that?" again. I really LOVE this "Amazing" announcer, Idk who made it (Torus?), but it's awesome :o

    C.Brutail, you can add the old yoda sound if you open the ".pk3" file and change the current yoda sound with the old. (I use winrar for this, but it should work with another programms too).

    I didn't test it yet Tenshihan, but I'll now :)

    I'll edit later. Cheers
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    Fisume!
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Wed Oct 08, 2008 9:25 am

  • Yeah, I know how I can revert back changes, but still... it's not the best way :D
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Wed Oct 08, 2008 9:25 am

  • If you insist, I can make yoda a cvar :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.
    User avatar
    divVerent
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Wed Oct 08, 2008 9:40 am

  • sure! :D
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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