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sound
Posted: Mon Jun 20, 2005 6:59 pm
by tltrude
Wow, that is the best map I have seen in some time. I only found a few minor errors.
1. The wind sound stopped a few seconds after loading and did not return.
2. The tumbleweed, that went down Main street, was rolling backwards from the direction it was moving (it should tumble).
3. The reward on the poster should be $1.50 (one dollar and 50 cents) and not 1,50$.
4. The cage door in the mine is hard to use. Perhaps it should open in both directions and wait longer to close. Also there should be a reason for the cage (like dynomite boxes).
Suggestions:
1. Gold vanes on the mine walls would be a nice touch. It could be done with decals.
2. With no wind sound, the windmill squeek became a little annoying and could be heard all over the map.
3. The tumbleweed should make a sand-step sound when it hits the ground or an object.
4. Make the farplane color a little more brown.
5. Whisps of blowing dust would be nice, but probably hard to do.
My FPS was really high in some spots (135).
Hope that helps with Version 2.
Posted: Mon Jun 20, 2005 7:23 pm
by Elgan
click on the map:P
Re: sound
Posted: Mon Jun 20, 2005 7:36 pm
by wacko
@TlTrude
Wow, that is the best map I have seen in some time. I only found a few minor errors.
Now I definately love that thread
Thanks Tom!
1. The wind sound stopped a few seconds after loading and did not return.
strange... was always fine here
2. The tumbleweed, that went down Main street, was rolling backwards from the direction it was moving (it should tumble).
Well yes! I must confess the whole concept of making them rotate the correct direction is probably err crap. I just was too lazy and didn't think it to be so important...
If ever there is a version 2, they'll rotate correctly! And u'll help me doing so
3. The reward on the poster should be $1.50 (one dollar and 50 cents) and not 1,50$.
Ooops, German separator and currency placing. But hey, the inhabitants were Swiss, they probably didn't know better (like me
)
4. The cage door in the mine is hard to use. Perhaps it should open in both directions and wait longer to close. Also there should be a reason for the cage (like dynomite boxes).
I tried opening it in both directions and didnt like it either! A reason, umm, will hopefully be there once somebody made a obj version
Suggestions:
1. Gold vanes on the mine walls would be a nice touch. It could be done with decals.
Yeah, still got ur gold texture at the bin
2. With no wind sound, the windmill squeek became a little annoying and could be heard all over the map.
This was rather intentional, like in the station scene in Once Upon A Time...! And well, this wind problem... Dunno what to do, because it's blowing all the time here
3. The tumbleweed should make a sand-step sound when it hits the ground or an object.
u sure? but once the rotation system is redone, i could try to, sure! Would be fun. I never heard (or even saw) a life tumbleweed, so I thought they're quite soundless, but u probably know better...
4. Make the farplane color a little more brown.
Will play with it again, ok. Ought to be possible via script?!
5. Whisps of blowing dust would be nice, but probably hard to do.
Yeah, hard to do. But maybe just slightly over the floor... This could be done. Would again be bad for fps though
My FPS was really high in some spots (135).
Yep... Some spots, but in others its below 30 here
Hope that helps with Version 2.
Sure it does! Thanks m8! Would have been even better while just the beta was out but nevertheless!
Posted: Mon Jun 20, 2005 7:40 pm
by wacko
Elgan wrote:click on the map:P
strange thing. I tried so.. but all i can do is turn and jump

Posted: Mon Jun 20, 2005 8:49 pm
by Elgan
:S
hmm
ive not even tried the mpa yet as i have too many scripts and foldes to move but it sounds great. i love the theme and if u tried to get it like once upon a time wee. thats a great film. i even downmloaded the harmonica music , could neevr find the notes to learn to play it though:'(. any1 have any ideas where i might find the music notes?:D
a little off topic sorry:$
maybe you can watch terminator 2. at the end it shows some tumble weed before sarah starts talking:P
maybe bind the menu to a key
"bind / togglemenu level_deign"
wicker
Posted: Tue Jun 21, 2005 8:51 am
by tltrude
Tumbleweeds sound like a wicker basket being dropped. It is a very soft sound, but it can be heard when a rolling one hits the ground.
I think there are some tumbleweeds in Back To The Future 3.
Posted: Tue Jun 21, 2005 11:11 am
by Elgan
i think there is tumbleweed in Hl2 also. maybe u cud rip the sounds?
i took aquick look but cudnt find how to find the sounds:S
edit: maybe not i just took a look:S
Posted: Tue Jun 21, 2005 4:56 pm
by wacko
how about mohaa's dog_footsteps? I'd really prefer a stock sound file and there I'd have even 8 of them
fs_sand
Posted: Tue Jun 21, 2005 11:25 pm
by tltrude
The "fs_sand" wave files sounds closer to it, to me anyway. And "fs_sand_land" could work for hitting an object.
Re: fs_sand
Posted: Wed Jun 22, 2005 7:44 am
by wacko
tltrude wrote:The "fs_sand" wave files sounds closer to it, to me anyway.

okay... u're my tumbleweed expert
tltrude wrote:And "fs_sand_land" could work for hitting an object.

how should I script
that?? But anyway: Now, with added sound, the tw's movement looks even stranger than before, you know, seeing what it does and hearing the step sound is worse than not hearing it at all. The movement is too ummm "zero gravity" like

Before, well, one could say, such a tw may be rather lightweight. But
with sound... $butterfly playsound fs_rhino
If u could suggest a proper animation concept, I'd be more than willing to add it to the map...
Posted: Wed Jun 22, 2005 2:38 pm
by Elgan
cant u change the sound parameters to make it more soft?
u cud detect it hitting a object aposed to worl if they goit targetnames
Posted: Wed Jun 22, 2005 2:51 pm
by wacko
Elgan wrote:cant u change the sound parameters to make it more soft?
well, I can change pitch and volume
Elgan wrote:u cud detect it hitting a object aposed to worl if they goit targetnames
yes, true. didnt think of that. but after all, I must ask, is it worth this? just for some bumping tumbleweeds. There are quite nice things we can do via scripting (remember Jv's ropebridge

) but then, they have such an impact on the maps performance that they make the map err rather worse:?
Posted: Wed Jun 22, 2005 8:51 pm
by lizardkid
but then, they have such an impact on the maps performance that they make the map err rather worse:?
If they have semi-auto rocket-firing laser-guided heat-seeking nukes of death then i'd play it
But little details make the map

Posted: Fri Jun 24, 2005 12:58 am
by hogleg
Played it last night, very cool. Nice detailing, loved the sounds.
The saw mill is very accurate......everything is. Nice job Wacko!
On the negitive side we had only 3 guys on the map and the fps got so bad we had to quit.
Anyway, that can be improved.
Posted: Fri Jun 24, 2005 5:26 am
by wacko
Thnx
hogleg wrote:On the negitive side we had only 3 guys on the map and the fps got so bad we had to quit.
Anyway, that can be improved.

the fps are rather bad indeed, but we tested it with 3 here and had a ummm acceptable performance, esp. when I had added the farplane... How the fps could be improved, I don't know. Vis leafgroups? There's so much visible from quite everywhere that I'm afraid they wont help much

Ideas?!