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Major Overhaul of Impact sounds (phew!)


Springheel

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Should be fixed now. I had missed adding the cm line to one of the loot entities. Sorry about that.

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First mistake I did -- I took a listen at the raw files. First impression: this sounds kind of rough. Some files with low sample rates, some sets with mixed sample rates.

 

But then I went to TDM, turned on g_dragEntity, and whipped around everything in sight. I snickered with delight as bottles went "clung" on a wooden table and "clatter" on the stone floor. Mind you, there wasn't even an ambient track in the background to mask anything my audiophile ears might detect.

 

I spawned a builder guard, sliced him apart with my shortsword, and heard his hammer clammer to the ground with a satisfying "cglrgClaaang." I giggled. :laugh: Not to mention the very satisfying corpse-fall-to-ground noises added a little while ago.

 

Brilliant stuff, Springheel. Just brilliant. :)

 

I'll go through a little more methodically and see what might need adjusting or polish.

yay seuss crease touss dome in ouss nose tair

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I'm pretty sure any mass < 1 is treated as 1. Many times the code will ignore the spawnarg mass and calculate a mass dependent on volume and density. I could never figure out why, if the mass was supplied.

 

Oh yes, we need to fix that bug - and why we are at it, either replace the physics engine or at least add the ability to have the center of mass offset - it is silly that a large hammer with a huge head and a light wooden handle has the mass exactly in the center.

 

The entire "round mass up to 1.0" thing is silly, too. We converted from "doom units" to kg a few years back, D3 had complete arbitrary masses to fix the issue with their gravity formula and all other forces being totally arbitrary, too.

 

And then there is the long standing bug about the warnings of the mass being offset from the center by 0.000001 units or such.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Brilliant stuff, Springheel. Just brilliant. :)

 

Thanks! :)

 

I spawned a builder guard, sliced him apart with my shortsword, and heard his hammer clammer to the ground with a satisfying "cglrgClaaang." I giggled. :laugh: Not to mention the very satisfying corpse-fall-to-ground noises added a little while ago.

 

I know what you mean...there's something so satisfying about hearing them collapse now...I was tossing AI down stairs just to hear them clump and clatter their way to the bottom. :)

 

 

I'll go through a little more methodically and see what might need adjusting or polish.

 

One thing I wouldn't mind some help with is a good blackjack sound. I haven't been able to find or make anything that sounds believably like a leather bag full of lead shot. Right now it's using a coin purse sound, but that's too "tingy". I was thinking a bean-bag might be a good stand-in?

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Yaah, one of these Cherry pit pillows/bags might do the trick.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I noticed in test/movables.map that cannonball makes no sound.

Oh yes, we need to fix that bug - and why we are at it, either replace the physics engine or at least add the ability to have the center of mass offset - it is silly that a large hammer with a huge head and a light wooden handle has the mass exactly in the center.

Would it fix that falling arrow bug?

 

post-2001-0-26889700-1326493702_thumb.jpg

 

By the way do arrows now fall slower than they used to?

EDIT: Also what I think should be fixed is walking on objects made of certain materials, especially metal. Try walking on a spoon. It's a default footfall on metal.

It's only a model...

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I have checked in he change, as soon as someone compiles it for windows, it can be tested. I am not sure if it really works (hard to listen in game and decide if there is a difference between carpet and stone), what again is the command to see which sound is playing?

 

Btw, LOVE the new bounce sounds moveables make! :wub:

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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EDIT: Also what I think should be fixed is walking on objects made of certain materials, especially metal. Try walking on a spoon. It's a default footfall on metal.

 

Yes, I agree that sounds strange. It would be nice if, at least for movables, we could set some kind of "snd_footstep" to be played when the object is stepped on.

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Just added some bow-fire sounds. You'll hear arrows whiz by you, and hear the twang of bows (both AI and yours, though the player one is quieter). Wow, once you add these things, it's hard to imagine that the lack of them was so easy to overlook.

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