Player model specific sounds needed

Developer discussion of experimental fixes, changes, and improvements.

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Sun Aug 17, 2008 7:58 pm

  • :lol:
    There's missing some cool basslines though. :P
    Feedback to the feedback...
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    HarryButt
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Sun Aug 17, 2008 8:20 pm

  • Torus, those sounds are hella tight. They sound really professional. Fantastic work.
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Sun Aug 17, 2008 9:49 pm

  • kewl :D
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Mon Aug 18, 2008 3:12 pm

  • Brutail's are cool, too :)
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Thu Aug 21, 2008 4:00 pm

  • torus: I set your sounds as the new defaults, for now. However, still missing:

    //defend sound/player/voice/defend 1
    //freelance sound/player/voice/freelance 1
    //attackinfive sound/player/torus/letsgo 0

    (for now using "let's go ladies" for the latter)
    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 Aug 24, 2008 1:21 pm

Sun Aug 24, 2008 2:08 pm

  • A new set of sounds, plus the missing ones, coming soon... Stay tuned...
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  • I know I've been away due to my ongoing dental surgery, ...but I just signed-in here to check my inbox to see if anyone needed any new sounds, ...yet I never heard anything about this until I JUST stumbled upon it!

    Attention Development ADMIN: Please consider contacting guys like Torus and I, directly for ALL your professional sound needs!

    I will start work on this TOMORROW!!! (And YES, my Girlfriend will do all the female voices that we all wanna hear!) ;)

    Attention to all you CODERS out there who know how to make models do things like emit the sounds we all want to hear, ...here's the deal, ...You guys tell me what you want to hear - and I will make these GPL sounds professionally for you all to add to our favourite game! :)

    Let's ALL take this game to the next level by giving it THE BEST SOUND any game has EVER had!

    Cheers Team!

    ~Tenshihan

    PS: Torus, GREAT WORK MAN!!! I wish I knew before now that YOU were the talent behind the voice I've been hearing! Let's Team-Up, man!
    Last edited by Tenshihan on Sun Sep 07, 2008 3:48 am, edited 4 times in total.
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Sun Aug 31, 2008 1:55 pm

  • Great, you're back, Tenshihan!
    And my soundpack... um... I'm gonna need some time, cause that design portfolio is sucking my time away...
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Sun Aug 31, 2008 2:10 pm

  • HarryButt wrote:Great, you're back, Tenshihan!
    And my soundpack... um... I'm gonna need some time, cause that design portfolio is sucking my time away...


    Woah! You're making sounds as well, Harry? ...That's great! ...Where can I hear what you've done so far? (Link please!)

    As for taking time to get things done - hahah - don't worry my friend, ...i've been away for a friggin MONTH due to My troubles, ...besides, if you need any help - that's where we all can help each other out - as a TEAM! ;)

    In the meantime, Good Luck with your Design-Portfolio! (I'm also making a new portfolio for my sound work, ...as i'm applying to do soundwork for Game studios, so I KNOW what you're going through, man!)

    I've been awake all night (and most of the morning) so, i'm off to sleep now, ...Talk soon bro!
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  • divVerent wrote:We need sounds for each of these (falling is not coded yet, though) matching each player model.

    The following sounds are needed (with text EXAMPLES (not strict) in parentheses):

    attack: voice message asking others to attack (the enemy base in CTF) ("Attack!")
    attackinfive: voice message for a synchronized attack ("Attack in 5... 4... 3... 2... 1... NOW!")
    coverme: voice message asking a team mate to cover you ("Cover me!")
    defend: voice message asking others to defend ("Defend!")
    freelance: voice message telling others to decide what to do on their own ("Do whatever you want.")
    incoming: voice message telling others that an enemy is coming ("Incoming!")
    meet: voice message telling others to meet at a set waypoint sprite ("Let's meet at the waypoint.")
    needhelp: voice message asking for help (e.g. flag carrier under attack) ("Help!" or "I'm under heavy attack!")
    seenflag: voice message indicating that one has seen the flag ("I've seen the flag!")
    taunt: taunt messages, light insults (should be multiple)
    teamshoot: message to tell others not to shoot team mates ("Same team!" or "Are you color blind?")
    death: sound when one dies
    drown: sound when one dies of too much water :P
    fall: sound when one hits the floor
    falling: sound when one falls fast in air (currently not implemented)
    gasp: gasping noise when one comes out of water and needs much air
    jump: jumping sound
    pain25: pain sound when one is almost dead
    pain50: pain sound when one is very injured
    pain75: pain sound when one is injured
    pain100: pain sound when one is just lightly injured

    BTW: sharing the same sound between models sure makes sense, especially between models of the same sex.


    divVerent, are you available for a reply please?

    I need to have some 'Admin' advice on a few things about the sounds I'm making for Nexuiz.

    First off, I've decided by looking at the models / player-types, that there should really be three main classes of voices;

    1) Bots: Xolar, Armored Carni, Grunt, Mulder, Nexus and Quark - will all have ROBOTIC male voices.

    2) Humanoids: Fricka, Heroine, Insurrectionist, Marine, Pyria, Shock-Trooper, Skadi, and Spec-Op - will all obviously have somewhat regular voices. (Unfortunately, right now, my GF's time-schedule with her job ISN'T working out for me to get any decent recordings from her, ...but I won't give up on this...)

    3) Beasts: Carni, Head-Hunter, Lurk, Lycanthrope and Reptile will obviously need some extra work from me, because I really DON'T wanna go cheap and just use regular voices - as there is an obvious physical difference between Werewolves, Reptiles, and Voodoo-demons.

    Now then, my BIGGEST concern here is "Do I use regular voices, or synth-them-out to sound like radio-voices, as was done in Unreal Tournament for ALL of these?"

    I think the radio sounds best for the Humanoids only - but the Beasties should sound like they are whispering in your head - almost 'psychically' as supernatural creatures would do (hypothetically of course).

    So far, the big Bot-looking guys sound aggressive as hell with a metallic resonance using a doppler effect. Over-all they sound pretty good.

    Anyway - Please get back to me ASAP guys, ...thanks.

    ~Tenshihan
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Wed Sep 03, 2008 10:43 am

  • I think the upmost important thing is to be able to clearly understand the samples so i'm not sure if whispering will work out very well but the idea is nice. I would be bad to have tons of threads asking "did who teach me that?' again ;) On the same note, i'm not sure how well that 'radio' thing will work. If its just pre-recording work maybe you can make available both so people can judge.
    Having many different voices will for sure rock! An interesting example was Klesk in quake 3. It sure sounded like a animal.. maybe you can add some similar screams in the background of his voice?
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  • Tenshihan wrote:
    divVerent wrote:We need sounds for each of these (falling is not coded yet, though) matching each player model.

    The following sounds are needed (with text EXAMPLES (not strict) in parentheses):

    attack: voice message asking others to attack (the enemy base in CTF) ("Attack!")
    attackinfive: voice message for a synchronized attack ("Attack in 5... 4... 3... 2... 1... NOW!")
    coverme: voice message asking a team mate to cover you ("Cover me!")
    defend: voice message asking others to defend ("Defend!")
    freelance: voice message telling others to decide what to do on their own ("Do whatever you want.")
    incoming: voice message telling others that an enemy is coming ("Incoming!")
    meet: voice message telling others to meet at a set waypoint sprite ("Let's meet at the waypoint.")
    needhelp: voice message asking for help (e.g. flag carrier under attack) ("Help!" or "I'm under heavy attack!")
    seenflag: voice message indicating that one has seen the flag ("I've seen the flag!")
    taunt: taunt messages, light insults (should be multiple)
    teamshoot: message to tell others not to shoot team mates ("Same team!" or "Are you color blind?")
    death: sound when one dies
    drown: sound when one dies of too much water :P
    fall: sound when one hits the floor
    falling: sound when one falls fast in air (currently not implemented)
    gasp: gasping noise when one comes out of water and needs much air
    jump: jumping sound
    pain25: pain sound when one is almost dead
    pain50: pain sound when one is very injured
    pain75: pain sound when one is injured
    pain100: pain sound when one is just lightly injured

    BTW: sharing the same sound between models sure makes sense, especially between models of the same sex.


    divVerent, are you available for a reply please?

    I need to have some 'Admin' advice on a few things about the sounds I'm making for Nexuiz.

    First off, I've decided by looking at the models / player-types, that there should really be three main classes of voices;

    1) Bots: Xolar, Armored Carni, Grunt, Mulder, Nexus and Quark - will all have ROBOTIC male voices.

    2) Humanoids: Fricka, Heroine, Insurrectionist, Marine, Pyria, Shock-Trooper, Skadi, and Spec-Op - will all obviously have somewhat regular voices. (Unfortunately, right now, my GF's time-schedule with her job ISN'T working out for me to get any decent recordings from her, ...but I won't give up on this...)

    3) Beasts: Carni, Head-Hunter, Lurk, Lycanthrope and Reptile will obviously need some extra work from me, because I really DON'T wanna go cheap and just use regular voices - as there is an obvious physical difference between Werewolves, Reptiles, and Voodoo-demons.

    Now then, my BIGGEST concern here is "Do I use regular voices, or synth-them-out to sound like radio-voices, as was done in Unreal Tournament for ALL of these?"

    I think the radio sounds best for the Humanoids only - but the Beasties should sound like they are whispering in your head - almost 'psychically' as supernatural creatures would do (hypothetically of course).

    So far, the big Bot-looking guys sound aggressive as hell with a metallic resonance using a doppler effect. Over-all they sound pretty good.

    Anyway - Please get back to me ASAP guys, ...thanks.

    ~Tenshihan


    Xolar, Mulder and Nexus aren't robots, they are Nexuiz Soldiers!
    Don't give them robotic sounds please :)
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Wed Sep 03, 2008 3:05 pm

  • Now then, my BIGGEST concern here is "Do I use regular voices, or synth-them-out to sound like radio-voices, as was done in Unreal Tournament for ALL of these?


    Only the voice messages fit as radio voice, and should be generally, even for beasts (but maybe not such a strong effect there).

    The pain sounds etc. should be non-radio, and especially the beasts can be VERY scary there.
    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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  • Fisume! wrote:Xolar, Mulder and Nexus aren't robots, they are Nexuiz Soldiers!
    Don't give them robotic sounds please :)


    Sorry about my poor usage of terminology Fisume! Yes, agreed, Not Bots, rather I will refer to them as Soldiers from now on. Thanks for the heads-up! I was tired when I posted that comment and was just looking at the Player pictures - they kinda resembled 'Bots' at a casual glance. My Mistake!

    Don't worry - their voices don't really sound 'Robotic', ...I will have to upload some of my sound-samples for everyone to hear soon. I just hate releasing anything early - in case people judge too quickly & harshly before the end-product is finished.

    Then again, POSITIVE feedback is a GOOD thing! ;)

    Samples to come, guys!

    ~Tenshihan
    Last edited by Tenshihan on Thu Sep 04, 2008 5:39 am, edited 1 time in total.
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Thu Sep 04, 2008 5:36 am

  • divVerent wrote:
    Now then, my BIGGEST concern here is "Do I use regular voices, or synth-them-out to sound like radio-voices, as was done in Unreal Tournament for ALL of these?


    Only the voice messages fit as radio voice, and should be generally, even for beasts (but maybe not such a strong effect there).

    The pain sounds etc. should be non-radio, and especially the beasts can be VERY scary there.


    Ahhh, Yes, ...makes sense! Thanks for getting back to Me! ...I'm on it...
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Thu Sep 04, 2008 5:38 am

  • esteel wrote:I think the upmost important thing is to be able to clearly understand the samples so i'm not sure if whispering will work out very well but the idea is nice. I would be bad to have tons of threads asking "did who teach me that?' again ;) On the same note, i'm not sure how well that 'radio' thing will work. If its just pre-recording work maybe you can make available both so people can judge.
    Having many different voices will for sure rock! An interesting example was Klesk in quake 3. It sure sounded like a animal.. maybe you can add some similar screams in the background of his voice?


    I agree with everything you said there Esteel, ...so I will be providing samples hopefully by tomorrow.

    PS: As a personal favour to You, I added some of Klesk's voice to one of the Beast-Taunts, ...heheh. Shhhhh!
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Thu Sep 04, 2008 11:27 am

Fri Sep 05, 2008 12:18 am

  • esteel wrote:Hope you did not use the original Klesk sounds, i'm not sure how well that would go with copyright law and including it in nexuiz..


    I didn't use the 'original' Klesk sound, rather it was a modded-version that I made based on it. However, because it DOES have some original Klesk in there, I guess we can't use it. Oh well, ...Back to work for me...

    Have I mentioned this project is huge?

    I'm working on this as if I'm being paid big-money - so I hope you guys will enjoy it.

    ATTENTION EVERYONE: Check my Signature for my latest Weaponry-Sound update, ...the Rocket-Fire and Hagar are completely new, ...and most of the others are fixed up and redone as well. Sounds damn good if I do say so myself. ;)
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Fri Sep 05, 2008 12:40 pm

  • :shock: I can't find my sounds anymore!
    Damn, it seems I have to re-record them...
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Fri Sep 05, 2008 1:37 pm

Sat Sep 06, 2008 3:44 am

  • Actually I didn't upload them in any way... It seems like I dropped them into the bin with all that other crap I had on my desktop. :roll:
    Another reason not to save important stuff on your desktop.
    New sounds coming after my portfolio.
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Sun Sep 07, 2008 3:33 am

  • Hi everyone, remember that these are NOT finished and so please don't be too critical over anything you hear yet.

    These sounds are just a TASTE of my unfinished work, so the files here are incomplete due to still being sorted, cleaned-up and synthesized to sound Nexuiz-worthy.

    I'm only releasing these so you know that i'm continually working very hard on these.

    So far I have 88+ files that are almost finished, ...out of over 300 files that I've made, sorted and even discarded.

    Here's the link:
    http://rear.endoftheinternet.org/~blub/ ... 7fca8b72d3

    This has taken me over a week of work so far. Remember i'm doing this for free, ..so please be kind when reviewing. Thanks guys!
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Sun Sep 07, 2008 4:11 am

  • SUPERB. Much better than my amateurish shit :)
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Sun Sep 07, 2008 6:16 am

  • torus wrote:SUPERB. Much better than my amateurish shit :)


    Gah!!! Torus, please DON'T run-down your work! Before I knew who you were, I was already impressed as hell with Nexuiz's 'Announcer-voice'! It's wayy better than the UT announcer-voice, man! Don't sell yourself short, ...I LOVE your work!

    ..and thank you for the compliment man, ...coming from you it's very appreciated!
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Sun Sep 07, 2008 8:00 am

  • esteel wrote:Hehe. Actually, how do i use those sounds?


    Yeah, how? :) (I mean "attacking" or "defending")
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Sun Sep 07, 2008 8:07 am

  • Tenshihan:

    That's so fu**ing awesome :shock:

    The Soldier sounds are incredible O_O

    Keep up this awesome work!!!!! 8)
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Sun Sep 07, 2008 9:41 am

  • Actually, yeah - how do we use these sounds I'm making?

    I may be a sound-guy, but I know NOTHING about coding for the Nexuiz engine. Can someone teach me this please? Perhaps at least link me directly to a tutorial about this?

    I checked out the default "Nexuiz\data\data20080511.pk3\sound\player\" folder and inside of it, there's a document called: "default.sounds.example" which I thought might help guide me...

    It lists the following:
    ------------------------------------------------------
    attack sound/player/voice/attack 1
    attackinfive sound/player/voice/attackinfive 1
    coverme sound/player/voice/coverme 1
    defend sound/player/voice/defend 1
    freelance sound/player/voice/freelance 1
    incoming sound/player/voice/incoming 1
    meet sound/player/voice/meet 1
    needhelp sound/player/voice/needhelp 1
    seenflag sound/player/voice/seenflag 2
    taunt sound/player/voice/taunt 9
    teamshoot sound/player/voice/teamshoot 5
    -----------------------------------------------------
    However, I still don't really understand how to write the sound-path to make these sounds work, ...I really would appreciate some examples please. I want to learn how to code the sounds I make for this game as well.

    Thanks in advance guys!
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Sun Sep 07, 2008 10:02 am

  • Fisume! wrote:Tenshihan:

    That's so fu**ing awesome :shock:

    The Soldier sounds are incredible O_O

    Keep up this awesome work!!!!! 8)


    Thank you Fisume! I hope everyone else agrees with you! :)
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Sun Sep 07, 2008 2:35 pm

  • Tenshihan wrote:attack sound/player/voice/attack 1
    attackinfive sound/player/voice/attackinfive 1

    The first is the string the clients needs to trigger the voices, the second is the path and the number tells how much samples are there so the code can choose one randomly?
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