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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
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?
--FraNcoTirAdoR-- wrote: The best example is the laser: it reminds me of a super mario jump now, I swearIts 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"
) The bass and depht are missing way too much...
Your 'scratching noise' is most likey attributed to the same problem I just talked about - loose parts of glue-resin in your headphones.
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?)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.
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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?
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)
...Unless you provide positive criticism that could help improve anything, the rest of this post is meaningless to me.
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.
[polzrud@polzrud vorbisgain-0.36]$ ./vorbisgain -d ../rocket_*.ogg*
Analyzing files...
Gain | Peak | Scale | New Peak | Track
----------+--------+-------+----------+------
-6.64 dB | 32906 | 0.47 | 15321 | ../rocket_fire.ogg?revision=4922
-10.04 dB | 30348 | 0.31 | 9553 | ../rocket_impact.ogg?revision=4922divVerent wrote: Although I do not hear a problem with rocket_fire.ogg, it apparently IS too loud, caused by vorbis compression artifacts. The peak value is at 32906, but the highest allowed value is 32767. Lower the volume by maybe 2 percent, and re-encode it, to fix this.
terencehill wrote: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...
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.
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.
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?)
divVerent wrote:Sure. Written it down.
The new sounds are not existing yet, and thus can't be in default.sounds yet (torus probably will have to make them too). But I envision adding these lines:
attacking sound/player/carni-lycan/coms/attacking 0
defending sound/player/carni-lycan/coms/defending 0
roaming sound/player/carni-lycan/coms/roaming 0
positive sound/player/carni-lycan/coms/positive 0
negative sound/player/carni-lycan/coms/negative 0
onmyway sound/player/carni-lycan/coms/onmyway 0
seenenemy sound/player/carni-lycan/coms/seenenemy 0
getflag sound/player/carni-lycan/coms/getflag 0 ("Get the flag!", like after killing the flag carrier)
droppedflag sound/player/carni-lycan/coms/droppedflag 0
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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