Springheel 4678 Posted March 25, 2009 Report Share Posted March 25, 2009 Moveable collision sounds were set to a fixed volume ranging from 1 to 0 depending on velocity instead of using the volume in the sndshd Wow, Angua, that's awesome. I can't wait to see what this sounds like. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Ishtvan 17 Posted March 26, 2009 Report Share Posted March 26, 2009 Sweet! I'll have to start working on that Grabber/D3 physics fix so that it doesn't play repeated collision sounds when you're sliding something around. Quote Link to post Share on other sites
angua 6 Posted March 26, 2009 Report Share Posted March 26, 2009 Keep in mind that I did that from work without any testing at all, so this will probably need quite an amount of tweaking until it sounds right. I'll probably convert the sound decrease into a cvar or spawn arg to make this easier. Quote Link to post Share on other sites
Fidcal 175 Posted March 30, 2009 Report Share Posted March 30, 2009 Would this affect - or is there a possibility - of the player footstep drop sound being modified by height - or at least disabled if below a certain height? I tried to step quietly off a bunkbed maybe 5 feet high yesterday and alerted an AI. The thief ought to be able to lower himself silently up to his own height. Reverse mantling would be nice. In Thief the drop footstep sound is reduced if the player is crouching. Quote Link to post Share on other sites
SneaksieDave 40 Posted March 30, 2009 Report Share Posted March 30, 2009 In Thief the drop footstep sound is reduced if the player is crouching.It does in TDM as well; try test/rope and drop from the different heights, while crouching or not. Quote Link to post Share on other sites
Fidcal 175 Posted March 30, 2009 Report Share Posted March 30, 2009 OK, but perhaps it needs modifying? If you on a bunk bed or on a table, you should be able to get down 3 to 5 feet silently imo or you're trapped if there are permanent AI. Perhaps it can be capped - no sound - or at least similar to crouch if less than 6 feet? Thing is, in RL, you would crouch, sit, lie, roll over and lower yours silently. In TDM it is as if your only choice is step off in mid-air and drop the whole 4 to 5 feet onto tile. Quote Link to post Share on other sites
SneaksieDave 40 Posted March 30, 2009 Report Share Posted March 30, 2009 It should in theory already be very quiet (as in, won't be noticed by AI), but it probably hasn't been fully put to the test. But I do agree -- lowering from approximately human height, while crouched (since we don't have reverse mantle), should not get you busted. Quote Link to post Share on other sites
Springheel 4678 Posted March 30, 2009 Author Report Share Posted March 30, 2009 I crouched off a bed onto a tile floor about six feet behind an AI and he didn't hear me. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
angua 6 Posted March 31, 2009 Report Share Posted March 31, 2009 I fixed this yesterday - the code was already only playing a jumping sound above a certain velocity depending if the player was crouched or not, but the landing animation still had footsteps in it so that always a standard footstep sound was played at landing (which was more quiet when crouched, but still there). Now there is no sound any more when you step down a ledge while crouched (unless the ledge is really high). Quote Link to post Share on other sites
Fidcal 175 Posted March 31, 2009 Report Share Posted March 31, 2009 Thanks angua - sounds good to me. Quote Link to post Share on other sites
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