Tenshihan's Newest Sound-Releases:

Developer discussion of experimental fixes, changes, and improvements.

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Tue Jan 20, 2009 8:26 pm

  • I hope tenshinhan hasn't left because of leileilol's attack. If he is still ill, best wishes.
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Tue Jan 20, 2009 9:25 pm

  • -z- (14.01.2009) wrote:Tenshihan spent Christmas in the hospital but he is doing better now. He's working on getting his energy back last I talked to him. I'll keep you all posted.
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Wed Jan 28, 2009 4:38 pm

  • halogene wrote:While wondering what happened to Tenshihan, I stumbled over some post saying he is ill and possibly in hospital. As I don't know where to put this otherwise, I decided to put it here:

    I just would like to wish him all the best and to get well soon or, even better, that the getting well has already succeeded!

    So I suppose this is sort of an electronical "get-well-card" and off topic, but to make it on-topic again I have to say that I really enjoy playing Nexuiz with those cool sounds he made! :D

    (ok I *did* say that before but I needed something to link this post to the original topic of the thread...)

    Thank you my friend, I really appreciate the well-wishes, ...believe me when I say I needed it. I don't mind admitting that this illness beat the crap out of me in a way i've never experienced. To say I was merely sick is a severe understatement, ...but it will suffice for now.

    The good news is i'm getting back to my life again; working on new custom sounds for online friends here who are developing their upcoming maps - AND: i'm still working hard on making a wicked "Hi-Quality Master-SoundBank" (100% original work by ME = completely GPL) for the Nexuiz-Mappers in our community here. I was previously thinking that I should just make all of it and release it at one time, only now I realize that would take forever and mappers need resources NOW!!!

    I also have a new tool option i've been developing that is allowing me to recode my sounds at a slightly higher compression-rate than before (while maintaining the quality), which is good for mappers because smaller files are always better.

    BTW: "tenshihan.v5.1-Light.pk3" is available from my Signature for the newest SVN build (Jan 3rd, 2009).

    Thanks again to everyone who sent their best wishes - it is MOST appreciated.

    ~Tenshihan
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Wed Jan 28, 2009 4:42 pm

  • [-z-] wrote:He's been quite ill and stressed. He's taking some time to gain back his strength and prioritize some things "in real life". You can only give so much love in so many places at one time. I suspect the added stress of leileilol's accusal made his illness worse. Add in the lack of an apology and I imagine that negative energy to amplify his frustrations.

    Tenshihan is very good at understanding situations and he channels this understanding with his love to spread positive energy throughout the community. Defending his love became a high priority as it's a large part of his identity within this community. The energy that could have been put forward to healing him physically was used on the mental anguish he was caused and trying to resolve.

    I highly appreciate all the work he's done and give him props for taking this kind of bullshit like a champ. His sounds have made the game feel more real. If only the community would strive to keep the love highest in priority, we could avoid such repercussions from such self-serving actions.

    Despite popular belief, this is not "just the internet" and words, accusals and failures to reach an understanding before acting on assumptions affect PEOPLE.

    My thoughts and positive energy go out to you Tenshihan. Thank you for all that you've done and the love and effort you've put into your sounds for this game.


    Wow, ...all I can say is "THANK YOU" -z-! I can't tell you how nice it is to read this kind of emotional support here.

    Domo Arigato,

    ~Tenshihan
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Wed Jan 28, 2009 4:48 pm

  • Welcome back Tenshihan.
    Good to hear that you feel better now.
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Wed Jan 28, 2009 4:50 pm

  • you are back ! great to hear you are getting well :) and you even start to work on more sounds :o
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Wed Jan 28, 2009 5:13 pm

  • Wb mate! :)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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Wed Jan 28, 2009 5:35 pm

Wed Jan 28, 2009 6:04 pm

  • Welcome back! :P I hope you'll recovery soon!
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
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Thu Jan 29, 2009 8:05 am

  • Hey great news! It's really nice to have you back around and to hear that you are finally doing better!
    <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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Sat Jan 31, 2009 10:42 am

  • I have 2 new suggestions for you Tenshihan regarding strength sounds:
    - new sound: played when the strength spawns again (can be heard globally by every player who plays on the map)
    - new sound: some kind of warning sound played to the player who has the strength or invicibility power up that is about to run out of time (e.g. only 5 secs left)

    I would do the coding part of course ;)
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
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Fri Mar 06, 2009 9:51 am

  • GreEn`mArine wrote:I have 2 new suggestions for you Tenshihan regarding strength sounds:
    - new sound: played when the strength spawns again (can be heard globally by every player who plays on the map)
    - new sound: some kind of warning sound played to the player who has the strength or invicibility power up that is about to run out of time (e.g. only 5 secs left)

    I would do the coding part of course ;)


    Damn! ...Sorry I didn't see this post of yours earlier, ...yeah - that sounds very cool!

    As long as you can code the sound, then that's great! I will let you know when i've made the new sounds. (I've been quite busy lately with real-life issues; re-adjusting to being home and catching up on bills, etc...)
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Fri Mar 06, 2009 12:05 pm

  • It would be nice to have "under water" sounds as well :)
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Fri Mar 06, 2009 12:13 pm

Fri Mar 06, 2009 12:26 pm

  • Glad to see you back! :D
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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Sat Mar 07, 2009 5:59 am

  • It would be nice to have "under water" sounds as well
    --------------------------------------------------------------------------------

    Lets give Tensihian some time.. glad he is back but i think he still needs a recover.

    Besides, if then the little remaining time should be used to finish the player sounds

    I think the idea of underwater sounds is GREAT! It could be a filter though - to subdue any existing sounds to make them sound like they are underwater by changing the pitch and dropping the treble by 80 %, ...but i'm not sure if the game engine supports such things - or how to implement that concept. (Underwater Maps with accessories like breathing apperatus "pick-ups" would be awesome!)

    Thank you esteel, ...now I have to be honest - i was away for so long that I don't remember which player-sounds are missing - can you guys provide me with a complete list of what needs to be done? Can you please inform me in a PM - or directly to my email? :)

    My sincere thanks to ALL OF YOU for being so understanding about my recent illness, you really are the best community i've ever been a part of.

    Cheers!

    ~Michael
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Mon Apr 06, 2009 3:29 pm

  • My newest soundpack is now available from my Signature:

    "tenshihan.v6.0-Light.pk3"


    ==========

    This pack also contains a new sound that will need to be coded into the game for "PowerOff" (The new sound for when the "Strength" Power-Up is ending.)

    This new sound is EXACTLY one second long (to be looped) for the reason of it being each second passing until the Strength runs out.

    It can be found in the following folder:

    "sound/misc/PowerOff.wav"
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Mon Apr 06, 2009 4:41 pm

  • Awesome work as always tenshihan, I'm glad your sounds are getting more exposure with the 2.5 release. They really are amazing :).
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Mon Apr 06, 2009 5:20 pm

  • [-z-] wrote:Awesome work as always Tenshihan, I'm glad your sounds are getting more exposure with the 2.5 release. They really are amazing :).

    Thank you my brother! Great to hear from you man, I've missed chatting with you! (This is the first free-time I've had to have any fun in about 3 months since I got back home, so now I'm trying to catch up on Nexuiz-related stuff.)

    I notice after playing 2.5 that there really are NOT enough Player-taunts, so I figure each character needs at least 10, not just three or four, ...so it's back to work for me! (Oh noes! LOL - We all know how much I HATE making new sounds!) *can you hear the sarcasm?* hahah! :)

    BTW, can someone PLEASE give me the full list of what ELSE needs to be done as far as sounds? ...it's been a long time, and I've been out of the loop far too long, so can one of our Nexuiz-Family members PLEASE help bring me back up to speed? Thanks in advance guys!

    ~Michael
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Mon Apr 06, 2009 7:14 pm

  • Hey Tenshihan, great to see you contributing again ;)

    Things that come into my mind are basically the same things I've already told either you or torus a while back. The ones I remember atm are:
    - Strength and Shield spawn sounds played globally on the level
    - "Flag returned" is ambiguous
    solution a) maybe have individual sound files for "red flag returned", "blue flag returned" etc, so that players find out whether their own flag was affected or not.
    solution b) one could think about leaving the "flag returned" sound as it is, but have some UT-like siren sound that is played as a loop in the background while your flag is taken by the opponent
    - a sound played once a new vote is called. this could help making new votes more obvious. Quake3's wording of this sound is "vote now". I dunno what the others think, but there could also be other sounds such as "vote succeded", "vote failed", "vote timed out" and other things. Atm, in case of a vote, everything you hear is a beep that is also used when chatting, and that's very bad as some players don't bother to read chat anyway, and the votes shown in the right lower corner are overlooked easily. So having individual sounds that support that would be cool, and it's trivial to modify the nexuiz code to play such new sounds!
    - (maybe not needed) "you have the flag" or something like this once YOU have the flag
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
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Mon Apr 06, 2009 8:05 pm

  • GreEn`mArine wrote:Hey Tenshihan, great to see you contributing again ;)

    Things that come into my mind are basically the same things I've already told either you or torus a while back. The ones I remember atm are:
    - Strength and Shield spawn sounds played globally on the level
    - "Flag returned" is ambiguous
    solution a) maybe have individual sound files for "red flag returned", "blue flag returned" etc, so that players find out whether their own flag was affected or not.
    solution b) one could think about leaving the "flag returned" sound as it is, but have some UT-like siren sound that is played as a loop in the background while your flag is taken by the opponent
    - a sound played once a new vote is called. this could help making new votes more obvious. Quake3's wording of this sound is "vote now". I dunno what the others think, but there could also be other sounds such as "vote succeded", "vote failed", "vote timed out" and other things. Atm, in case of a vote, everything you hear is a beep that is also used when chatting, and that's very bad as some players don't bother to read chat anyway, and the votes shown in the right lower corner are overlooked easily. So having individual sounds that support that would be cool, and it's trivial to modify the nexuiz code to play such new sounds!
    - (maybe not needed) "you have the flag" or something like this once YOU have the flag


    Very cool bro, I will look into doing these asap, ...they shouldn't be that hard to do. :)

    BTW everyone, I've just RE-uploaded my newest soundpack to include new thunder sounds and my brother's music which I really think should be Nexuiz's new main theme, check it out and see what you think. (Yes, he's given full permission for us to use it.)
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Mon Apr 06, 2009 8:58 pm

  • that thunder sound is fabulous, what is it intended for? ambient sound?
    Also , i don't know if you're interested but there is an english musicain called burial who uses the sound of shell casings to great effect. Guess it's not really relevent here but he does some really nice tunes.
    Wired called it album of the year or some such.
    Shutta by burial has awesome gun click reload shell casing madness, check it yoooooooooooooooooooooooooooooooooooooooooooou :D
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Tue Apr 07, 2009 12:46 am

  • Rad Ished wrote:that thunder sound is fabulous, what is it intended for? ambient sound?
    Yep, exactly, these thunder-sounds are usually played in the level: "Ruiner" and I hope that since they are now in proper stereo - that more mappers will think about using storms / fog into their maps to create more stunning visual ambience. ;)

    I'm also currently (this minute) working on a "RAIN" set of sounds, from light rain, medium, to heavy rain, and some tracks including thunder.

    I have a whole bunch of new sounds for mappers that i'm currently organizing for everyone to have access to - so they can let their imaginations go wild and build awesome new custom maps!


    Rad Ished wrote:Also , i don't know if you're interested but there is an english musicain called burial who uses the sound of shell casings to great effect. Guess it's not really relevent here but he does some really nice tunes.
    Wired called it album of the year or some such.
    Shutta by burial has awesome gun click reload shell casing madness, check it yoooooooooooooooooooooooooooooooooooooooooooou :D

    I will check that out - thanks! :)
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Tue Apr 07, 2009 6:52 am

  • Tenshihan wrote:
    [-z-] wrote:Awesome work as always Tenshihan, I'm glad your sounds are getting more exposure with the 2.5 release. They really are amazing :).

    Thank you my brother! Great to hear from you man, I've missed chatting with you! (This is the first free-time I've had to have any fun in about 3 months since I got back home, so now I'm trying to catch up on Nexuiz-related stuff.)

    I notice after playing 2.5 that there really are NOT enough Player-taunts, so I figure each character needs at least 10, not just three or four, ...so it's back to work for me! (Oh noes! LOL - We all know how much I HATE making new sounds!) *can you hear the sarcasm?* hahah! :)

    BTW, can someone PLEASE give me the full list of what ELSE needs to be done as far as sounds? ...it's been a long time, and I've been out of the loop far too long, so can one of our Nexuiz-Family members PLEASE help bring me back up to speed? Thanks in advance guys!

    ~Michael


    So am I out of the loop, but 2.5 had to be released with lots of player sounds disabled:

    // reserved sound names for the future (models lack sounds for them):
    // _VOICEMSG(affirmative) \
    // _VOICEMSG(attacking) \
    // _VOICEMSG(defending) \
    // _VOICEMSG(roaming) \
    // _VOICEMSG(onmyway) \
    // _VOICEMSG(droppedflag) \
    // _VOICEMSG(flagcarriertakingdamage) \
    // _VOICEMSG(negative) \
    // _VOICEMSG(seenenemy) \
    // _VOICEMSG(fall) \
    // _VOICEMSG(getflag) \
    // _VOICEMSG(incoming) \
    // _VOICEMSG(coverme) \
    // _VOICEMSG(needhelp) \
    // _VOICEMSG(defend) \
    // _VOICEMSG(freelance) \
    // _VOICEMSG(falling) \

    I disabled them as not all models had them, so it played either nothing, or even worse, a male sound for a female model.

    As for the menu background music - I disagree a bit with it, mostly because I like the UT-ish track by blkrbt ("brokenlight") better for the menu. Creation on the other hand would be a great track for use on maps, IMHO really fits the style of the new map desertfactory.

    Can you provide some sort of "source file" for the music track (and be it just a MIDI file, or a PDF containing the score of the themes and drum patterns)?

    EDIT by ai: Just added a link to the Brokenlight song, if Tenshihan or someone else wanted to download and listen.
    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 Apr 07, 2009 7:22 am

  • BTW, I did the strength timer thing different from your idea - it plays 6 times in total (5 sec left, 4 sec left, ..., 1 sec left, ran out), matching the HUD effect.
    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 Apr 08, 2009 1:08 pm

  • Awesome stuff, I especially like the rocketlauncher blast sound! New shotgun sound is good and so is laser. The rifle sound was very cool, and with that echo mappers should understand that it should be used only on outdoor maps :) However, it sounds weird in the secondary fire mode. Also, the uzi sound is a bit off for a machine gun imo (loops better now tho)

    Oh btw, I loved "Creation"!
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Wed Apr 08, 2009 4:57 pm

  • FruitieX wrote:Awesome stuff, I especially like the rocketlauncher blast sound! New shotgun sound is good and so is laser. The rifle sound was very cool, and with that echo mappers should understand that it should be used only on outdoor maps :) However, it sounds weird in the secondary fire mode. Also, the uzi sound is a bit off for a machine gun imo (loops better now tho)

    Oh btw, I loved "Creation"!


    Thanks about my new sounds, ...I also noticed that the camping-rifle secondary mode doesn't suit ANY sound, ...since no sniper-rifle should ever HAVE a rapid-fire mode. That kind of rate of fire also does NOT suit the weapon-model, Nor the very concept of what a 'Camping-Rifle' represents, which is suppossed to be; ..."Stealth".

    I agree with you, that gun should be placed by mappers in their own new custom large-maps where sniping is going to be more implemented. It should NOT be replacing the Nex-slot on maps that previously had the Nex there either.

    As for the Uzi, ...I just wanted to try something new because Nexuiz doesn't have ANY silenced-weapons. However, I will try switching-up these two sounds and make the Camping-Rifle a SILENCED sniper-rifle, and put the Uzi back as a loud machine-gun.

    Thanks, ...yeah, everyone LOVES "Creation" except for one person it seems.
    Last edited by Tenshihan on Wed Apr 08, 2009 7:55 pm, edited 1 time in total.
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Wed Apr 08, 2009 5:00 pm

  • divVerent wrote:BTW, I did the strength timer thing different from your idea - it plays 6 times in total (5 sec left, 4 sec left, ..., 1 sec left, ran out), matching the HUD effect.


    How is that different from my idea? That was exactly my intention when I wrote;
    "This new sound is EXACTLY one second long (to be looped) for the reason of it being each second passing until the Strength runs out."
    Last edited by Tenshihan on Wed Apr 08, 2009 7:56 pm, edited 1 time in total.
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Wed Apr 08, 2009 5:19 pm

  • HEy there tenshihan,
    Now i don't know if you heard of nexball but if you've watched the new video on the nexuiz front page by fruitiex you will see it. Aaaaaaaand you might notice the fairly poor sound effect (no offense bougs :p) that the ball makes (is it boing?).
    So anyway i told mrbougo that i would ask you if mebbe we could have some ball bouncing sounds from your mighty forge of sound xD
    There's different games but at the mo the sound is just daft. So actually it's kind of fitting.
    hey im waffling,
    I agree with the stuff about your sound pack, uzi sound is nice .. but sort of wrong, however it does appear to make me more accurate with it, don't know how you managed that but good work anyway :)
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