greebo 61 Posted August 30, 2009 Report Share Posted August 30, 2009 I uploaded GoldChocobo's stone footsteps to the sound_src repository. The WAVs are still uncut, as I couldn't get around to do it yet. It contains all possible variations (walk, run, walk+creep, crouch+run, crouch+creep). The question is: do we want to include them in the next release? So far we only have the stone ones, and GoldChocobo needs to tell whether the other materials would be ready in time. Quote Link to post Share on other sites
Springheel 4645 Posted August 31, 2009 Report Share Posted August 31, 2009 I'm on the fence. On the one hand it would be nice to have our finalized footsteps in the first release, but on the other hand I don't think it's a trivial amount of work. I know I personally will have very little time to help over the next few weeks. 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
Mortem Desino 66 Posted August 31, 2009 Report Share Posted August 31, 2009 Especially since these footsteps are the 6-type. (Standing run-walk-creep and Crouching run-walk-creep) Setting up a soundshader would be trivial, but setting up the code support in player.cpp looks a little more difficult (at least to me). Quote yay seuss crease touss dome in ouss nose tair Link to post Share on other sites
greebo 61 Posted August 31, 2009 Author Report Share Posted August 31, 2009 Setting up a soundshader would be trivial, but setting up the code support in player.cpp looks a little more difficult (at least to me).Not a problemn, the code can already handle these, it's a matter of cutting the sounds and adjusting the shader volume. And of course, there should be more than just stone. @GoldChocobo: it just occurred to me: did I even mention the jump landing sounds in the list I sent you? Quote Link to post Share on other sites
Goldchocobo 61 Posted August 31, 2009 Report Share Posted August 31, 2009 Not a problemn, the code can already handle these, it's a matter of cutting the sounds and adjusting the shader volume. And of course, there should be more than just stone. @GoldChocobo: it just occurred to me: did I even mention the jump landing sounds in the list I sent you? I just realized that i forgot to package the jump sounds when I sent it to you greebo... no worries I have them here.We have most of the material's recorded... with the exception of carpet unfortunately . It was all the time we could afford that day...If we handle cutting the sounds up, would that ensure it making it into 1.0? I'm sure we could split the work load ie you split up the stone material, and we will take care of the rest. I'm getting pressed for time, but eh I'm neck deep into the project anyway, so what's the difference. Quote Link to post Share on other sites
greebo 61 Posted August 31, 2009 Author Report Share Posted August 31, 2009 I just realized that i forgot to package the jump sounds when I sent it to you greebo... no worries I have them here.Excellent. We have most of the material's recorded... with the exception of carpet unfortunately . It was all the time we could afford that day...Sounds great, I guess carpet is not much of a deal to record later. If we handle cutting the sounds up, would that ensure it making it into 1.0? I'm sure we could split the work load ie you split up the stone material, and we will take care of the rest. I'm getting pressed for time, but eh I'm neck deep into the project anyway, so what's the difference.I guess I can manage cutting them up, but of ourse I'll be needing the sounds. I'll let you know if I need help. Quote Link to post Share on other sites
Goldchocobo 61 Posted August 31, 2009 Report Share Posted August 31, 2009 I guess I can manage cutting them up, but of ourse I'll be needing the sounds. I'll let you know if I need help. Sounds good, I got a guy mastering them for you tomorrow, so I'll send the whole thing then. Quote Link to post Share on other sites
Noisycricket 15 Posted September 7, 2009 Report Share Posted September 7, 2009 Are these the new footfall effects im listening to in game? Quote Softer leathery shoe footstep sound set for stone Link to post Share on other sites
greebo 61 Posted September 7, 2009 Author Report Share Posted September 7, 2009 Yes, for certain materials. See here: http://forums.thedarkmod.com/index.php?showtopic=9736 Quote Link to post Share on other sites
Springheel 4645 Posted November 9, 2009 Report Share Posted November 9, 2009 After playing with the new footstep sounds for a while, I have noticed some things that could use adjusting (other than a general lowering of the volume), and though it would be good to keep track of them: 1. Someone mentioned this in one of the public threads, and ever since then I've noticed it quite strongly...the variation in footstep sounds for a given material make it sound like the player is lurching or stumbling, rather than walking at a normal pace. Instead of a regular "tik, tak, tik, tak" as the player walks, it's more like "tik, TOK, tak, tak, TIK tak, tok..." 2. Some of the sounds have a strange reverb to them (don't know if that's the right word). I noticed it quite strongly on the grass sounds tonight...some of them sound like the grass is stretched thinly over top of a metal bucket. 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
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