Tenshihan's Newest Sound-Releases:

Developer discussion of experimental fixes, changes, and improvements.

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Wed Apr 08, 2009 8:01 pm

  • RE: NexBall sound is made now, ...not sure where it belongs in the soundpack though as I couldn't find it in a cursory glance, I will upload it to my Signature in the folder "FOR_DEVELOPMENT_TEAM/"

    I hope it suits your needs! :)

    ~Michael
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Wed Apr 08, 2009 8:39 pm

  • Well right now Nexball is not inclued in Nexuiz, so Blub should know best which sounds he needs :)
    Great work though!
    Do you think you can finish the missing voices for the models this month? That would be perfect as we'll try to release a bugfix release and having those voices would be a nice 'bugfix' as it would allow us to activate all those voices :)
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Wed Apr 08, 2009 9:12 pm

  • esteel wrote:Well right now Nexball is not inclued in Nexuiz, so Blub should know best which sounds he needs :)
    Great work though!
    Do you think you can finish the missing voices for the models this month? That would be perfect as we'll try to release a bugfix release and having those voices would be a nice 'bugfix' as it would allow us to activate all those voices :)


    Yeah, I'm currently working on the player-voices, but to be honest, when I first made them, I had a different energy than what I have now.

    Back when I first made them, I thought that was all that was required, ...then later I was asked to make more, ...and more again.

    I don't mind making sounds, ...that's my passion, buy the problem lies in that it's been tough to reproduce the exact same sound when it's been so long because I don't have a singular recording method. I improvise a LOT when I'm working on sounds, so I like to get it all done in one go.

    I will TRY to get all these done ASAP.

    BTW, later I'm also going to HAVE to re-organize the Nexuiz sound folder, it's getting messy as hell in there, and if we don't keep on top of it - it will end-up looking like the mess in the DOOM3 sound folder. (I don't know WHY the thunder sound effects are in the cdtracks folder, ...that's just weird.) It should be more like: "sound/ambient/weather/storms/thunder.ogg"

    ...And the Portal gun is outside of the weapons folder? ...etc, etc.

    We really NEED to get all the sounds into their appropriate folders so they are easy to continue contributing to, instead of quickly becoming an uncanny mess. However, doing THAT will have to wait - because presently doing so will break most of the scripts that enable the sounds.

    *Goes back to working on player-voices in the meantime*

    Good to hear from you esteel. :)

    ~Michael
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Wed Apr 08, 2009 10:02 pm

  • --removed this post, ...due to current work.
    Last edited by Tenshihan on Thu Apr 09, 2009 4:41 pm, edited 1 time in total.
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Thu Apr 09, 2009 5:15 am

  • Tenshihan wrote:
    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."


    Oh. Parse error on my side then :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.
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Thu Apr 09, 2009 5:05 pm

  • Ok! I've been working a lot this morning on sounds, so here you go guys, check the folder called; "FOR_DEVELOPMENT_TEAM/" in my Signature for the following:

    nexball.zip (Redone, since yesterday's version was too weak.)

    Strength_Shield-Respawns.zip

    Votes.zip

    Flags.zip

    ---

    Now I have a Dentist appointment to keep - gotta go!
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Thu Apr 09, 2009 5:37 pm

  • No way that's awesome tenshihan, i only asked yesterday!
    MrBougo will be very happy :D
    Thank you very much.
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Thu Apr 09, 2009 6:16 pm

  • wow, I really love the shield and strength respawn sounds ;)

    about the voice: generally speaking the voice, byitself, sounds good. But imo, as far as that's technically possible, you should try to match the existing sounds and their style to the sounds that already exist (e.g. red scores), speaking of the effects that are applied for it. Other than that, great work ;)
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Thu Apr 09, 2009 10:53 pm

  • GreEn`mArine wrote:wow, I really love the shield and strength respawn sounds ;)

    about the voice: generally speaking the voice, byitself, sounds good. But imo, as far as that's technically possible, you should try to match the existing sounds and their style to the sounds that already exist (e.g. red scores), speaking of the effects that are applied for it. Other than that, great work ;)


    I'm very glad you like the new 'Strength & Shield' sounds. :)
    (It took me all morning to get it to sound as what 'felt' right.)

    I'm actually going to REDO the older "Red-Scores/Blue-Scores" using this new recording/processing method. My voice is now clearer and easier to understand this way, so it will all match up when finished. ;)
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Fri Apr 10, 2009 12:29 pm

Fri Apr 10, 2009 12:43 pm

  • I also agree that all announcer voices should match each other.
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Fri Apr 10, 2009 2:10 pm

  • ai wrote:Actually, am I the only one who just adores the silenced sound of the Machinegun? I personally think it totally fits. It's so nice to listen to, on servers I just spray that gun to listen to the sound :)
    Gives me a warm feeling in my belly. From now on I'll be using that one.
    Great job ^_^


    Same here, I totally fell in love with the silenced machinegun, however i think its volume should be lower. Would be great to convert mg into a tactical weapon, its not so strong with the current (projectile) settings as it used to be anyway. Has some CS feeling but still cool :D
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Fri Apr 10, 2009 2:14 pm

  • ai wrote:Actually, am I the only one who just adores the silenced sound of the Machinegun? I personally think it totally fits. It's so nice to listen to, on servers I just spray that gun to listen to the sound :)
    Gives me a warm feeling in my belly. From now on I'll be using that one.
    Great job ^_^
    Thanks "ai"! I also really like the "silencer" I made for it and was hoping to hear more positive feedback on it from others in the community. I guess that it can be chosen by the individuals as to what they want to hear, ...it's actually the same decibel level as the regular older gunshot, just a different sound.

    Cheers!

    ~Michael
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Fri Apr 10, 2009 2:17 pm

  • I don't like the new sound of the MG, it seems too much a toy sound. IMO the previous sound was just perfect.

    The new sound of the rocket explosion finally is a good sound, not clipped like the previous one. What i don't like of this new explosion sound is that it is not so powerful.

    Generally all the sounds are great. Amazing quality.
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Fri Apr 10, 2009 2:26 pm

  • --FraNcoTirAdoR-- wrote:
    ai wrote:Actually, am I the only one who just adores the silenced sound of the Machinegun? I personally think it totally fits. It's so nice to listen to, on servers I just spray that gun to listen to the sound :)
    Gives me a warm feeling in my belly. From now on I'll be using that one.
    Great job ^_^


    Same here, I totally fell in love with the silenced machinegun, however i think its volume should be lower. Would be great to convert mg into a tactical weapon, its not so strong with the current (projectile) settings as it used to be anyway. Has some CS feeling but still cool :D


    Thanks for that, "FraNcoTirAdoR", ...I really DO need to hear that sort of thing more! Thanks for the feedback. I will turn down the sound-level by 3db, that should suit the sound more, ...and then hopefully people will come to know that weapon-slot as the "SILENCED" slot for two good reasons;

    1) Because the machine-gun is rapid-fire - a silenced sound is easier on the ears for extended periods...

    and

    2) The Camping (Sniper) Rifle will now loop better and seem sneakier, making it separate from all the newer weapons. (I've also fixed the reload sound, ...it's is now FAR better than what we were using when it was still in SVN beta-testing)

    I will be releasing my newest soundpack very soon. (V6.1)

    Take care and have a great day! :)

    ~Michael

    PS: I still have to finish the player-voices guys, ...sorry, but that takes the longest and requires great attention to detail on my part. They will NOT be included witth this next soundpack, yet. Hang in there, I'm working on them. ;)
    Last edited by Tenshihan on Fri Apr 10, 2009 2:44 pm, edited 1 time in total.
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Fri Apr 10, 2009 2:43 pm

  • terencehill wrote:I don't like the new sound of the MG, it seems too much a toy sound. IMO the previous sound was just perfect.

    The new sound of the rocket explosion finally is a good sound, not clipped like the previous one. What i don't like of this new explosion sound is that it is not so powerful.

    Generally all the sounds are great. Amazing quality.


    I'm sorry that you don't like the new silenced sound. You can manually choose to delete that one out of my last release and the default 'older one' (that you like) will play instead.

    About the rocket explosion sound, ...I believe that the game engine settings are limiting that sound's decibel level because of the previous rocket-impact version was too loud.

    It would be nice if I could EFFECTIVELY test my sounds in game without such hinderances, but i'm not a coder, just a sound-guy.

    Sure wish I could hear the announcer voice again too, ...not sure who's brilliant idea it was to almost MUTE that, but it really undermines all my previous hard work.
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Sun Apr 12, 2009 8:14 am

  • Thanks a load, Tenshihan, I'll have a listen as soon as possible. I'm glad we can get some suitable and original sounds for Nexball :D

    I think I'll miss the boing boing sound a bit, though :p

    esteel wrote:Well right now Nexball is not inclued in Nexuiz, so Blub should know best which sounds he needs :)
    Great work though!
    Do you think you can finish the missing voices for the models this month? That would be perfect as we'll try to release a bugfix release and having those voices would be a nice 'bugfix' as it would allow us to activate all those voices :)


    Wait, what?
    Meh.
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Sun Apr 12, 2009 3:16 pm

Sun Apr 12, 2009 6:44 pm

  • :D

    No worries, it was fun, not offending!
    Unless Blub takes all the credit now.
    Meh.
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Sun Apr 12, 2009 7:30 pm

  • I love the new mg sound. Im still wondering why there isnt an air mortar sound :O
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Sun Apr 12, 2009 7:36 pm

Sun Apr 12, 2009 8:16 pm

  • well its in the code so i was wondering why it wasnt done :)
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Mon Apr 13, 2009 8:05 pm

  • Tenshihan wrote:About the rocket explosion sound, ...I believe that the game engine settings are limiting that sound's decibel level because of the previous rocket-impact version was too loud.


    Nope, it's played at the same volume as all the other sounds.

    Sure wish I could hear the announcer voice again too, ...not sure who's brilliant idea it was to almost MUTE that, but it really undermines all my previous hard work.


    That also was never intentionally changed in code, and I also can hear them. There MAY be a bug in the soundtoat function in miscfunctions.qc that would then affect the announcer (but all other play2'd sounds too), but I really doubt it.
    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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Sat Apr 25, 2009 1:59 pm

  • I think the nexball bounce sound should be more like a football bouncing, not a beach volleyball like now. It's a bit too aggressive and gets boring after a while... :?
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Tue Apr 28, 2009 7:25 am

  • i think that the nexball sound should randomly select from a few different sounds, that way we can still have the BOIIING!!11 from time to time. MrBougo said he could code this, i think.
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Wed Apr 29, 2009 2:56 am

  • FruitieX wrote:I think the nexball bounce sound should be more like a football bouncing, not a beach volleyball like now. It's a bit too aggressive and gets boring after a while... :?

    Yeah, I actually agree with you FruitieX, I will do some recordings of a football instead (What Americans call a soccer ball, right? Not a Rugby ball, correct?) Thanks very much for the feedback, bro!
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Wed Apr 29, 2009 2:58 am

  • Rad Ished wrote:i think that the nexball sound should randomly select from a few different sounds, that way we can still have the BOIIING!!11 from time to time. MrBougo said he could code this, i think.

    That would be preferable to me as well, ...as having a single sound for the dynamics of a ball seems ridiculous! I think I wil record at least 4-6 sounds for it.

    BTW everyone, sorry I've been away, ...but I have some serious things going on in my personal life that cannot be ignored.

    I hope that YOU are all doing well though!

    All the best,

    ~Michael
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Wed Apr 29, 2009 3:23 am

  • Tenshihan wrote:I hope that YOU are all doing well though!

    All the best,

    ~Michael



    And we wish the best for you Michael. Hope all is well on the home-front, keep your chin up, sending my positive thoughts you way :).
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Tue May 26, 2009 4:50 pm

  • @Tenshihah: hey, just wanted to make a suggestion for a sound you could make: a short notice sound, e.g. a beep, that is played when you try to switch to a weapon that is unavailable (either due to not having it or being out of ammo).

    Reason:

    When I tried to play Nexuiz with hidden weapons (r_drawviewmodel 0) I had the opinion that the info-message shown on top of the screen (saying that I don't have the weapon or don't have enough ammo for it) wasn't obvious enough, at least not for me. So a sound that assists that would be awesome. ;)

    EDIT: I also wanted to encourage you and ask about the sounds for which you created unfinished previews in the past, such as the "vote" sounds or the team-specific flag dropped/capture sounds :)
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Mon Jun 01, 2009 1:09 pm

  • GreEn`mArine wrote:@Tenshihah: hey, just wanted to make a suggestion for a sound you could make: a short notice sound, e.g. a beep, that is played when you try to switch to a weapon that is unavailable (either due to not having it or being out of ammo).

    Reason:

    When I tried to play Nexuiz with hidden weapons (r_drawviewmodel 0) I had the opinion that the info-message shown on top of the screen (saying that I don't have the weapon or don't have enough ammo for it) wasn't obvious enough, at least not for me. So a sound that assists that would be awesome. ;)

    EDIT: I also wanted to encourage you and ask about the sounds for which you created unfinished previews in the past, such as the "vote" sounds or the team-specific flag dropped/capture sounds :)


    They're all done now, (So am I) ...please see my signature for download.

    Look for: "Strength_Shield-Respawns", "Unavailable", and "Votes". The Team-Specific Flag sounds are included in "tenshihan.v6.1.pk3".

    Bye everyone.

    ~Michael "Tenshihan" Quinn
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