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Old 11-09-2007, 10:05 PM   #1
Commando Nukem

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Duke Nukem High Quality Sound Pack Release.
Well, as some of you may remember there was a bit of an arguement a couple of months ago over the importance of the sounds in the process of enhancing Duke Nukem. Well, I present to you here and now a first version in what I hope to be a step forward in that area.

http://files.filefront.com/eduke32+s.../fileinfo.html

Now before I give the tutorial on how this is to be installed, heres a quick transcription of the sounds changed, this is taken from the .def.

// SOUND EFFECTS

Sound { ID 0 file "highres/sound/kickhit.ogg" }
Sound { ID 1 file "highres/sound/rico.ogg" }
Sound { ID 2 file "highres/sound/kickhit.ogg" }
Sound { ID 3 file "highres/sound/pistolfire.ogg" }
Sound { ID 4 file "highres/sound/clipout.ogg" }
Sound { ID 5 file "highres/sound/clipin.ogg" }
Sound { ID 6 file "highres/sound/chainfire.ogg" }
Sound { ID 7 file "highres/sound/rpgfire.ogg" }
Sound { ID 9 file "highres/sound/rpgexpl.ogg" }
Sound { ID 10 file "highres/sound/catfire.ogg" }
Sound { ID 11 file "highres/sound/shrinker.ogg" }
Sound { ID 13 file "highres/sound/bounce.ogg" }
Sound { ID 14 file "highres/sound/bombexpl.ogg" }
Sound { ID 18 file "highres/sound/vntbrek.ogg" }
Sound { ID 19 file "highres/sound/break1.ogg" }
Sound { ID 20 file "highres/sound/break2.ogg" }
Sound { ID 20 file "highres/sound/short.ogg" }
Sound { ID 22 file "highres/sound/splash.ogg" }
Sound { ID 26 file "highres/sound/slimsee.ogg" }
Sound { ID 34 file "highres/sound/slimsuk.ogg" }
Sound { ID 61 file "highres/sound/chokn.ogg" }
Sound { ID 69 file "highres/sound/gibbed.ogg" }
Sound { ID 70 file "highres/sound/teleport.ogg" }
Sound { ID 76 file "highres/sound/switch.ogg" }
Sound { ID 81 file "highres/sound/earthq.ogg" }
Sound { ID 91 file "highres/sound/wind.ogg" }
Sound { ID 92 file "highres/sound/drip.ogg" }
Sound { ID 93 file "highres/sound/steam.ogg" }
Sound { ID 96 file "highres/sound/bos1roam.ogg" }
Sound { ID 97 file "highres/sound/bos1recog.ogg" }
Sound { ID 98 file "highres/sound/chaingun.ogg" }
Sound { ID 99 file "highres/sound/bos1pain.ogg" }
Sound { ID 100 file "highres/sound/bos1dying.ogg" }
Sound { ID 106 file "highres/sound/atomic.ogg" }
Sound { ID 109 file "highres/sound/shotfire.ogg" }
Sound { ID 110 file "highres/sound/lizroam.ogg" }
Sound { ID 111 file "highres/sound/lizrecog.ogg" }
Sound { ID 112 file "highres/sound/laser.ogg" }
Sound { ID 113 file "highres/sound/lizpain.ogg" }
Sound { ID 114 file "highres/sound/lizdie.ogg" }
Sound { ID 115 file "highres/sound/lizroam2.ogg" }
Sound { ID 116 file "highres/sound/chaingun.ogg" }
Sound { ID 117 file "highres/sound/lizrecog2.ogg" }
Sound { ID 118 file "highres/sound/lizpain2.ogg" }
Sound { ID 119 file "highres/sound/lizdie2.ogg" }
Sound { ID 120 file "highres/sound/pigroam.ogg" }
Sound { ID 121 file "highres/sound/pigrecog.ogg" }
Sound { ID 122 file "highres/sound/shotfire.ogg" }
Sound { ID 123 file "highres/sound/pigpain.ogg" }
Sound { ID 124 file "highres/sound/pigdie.ogg" }
Sound { ID 125 file "highres/sound/recoroam.ogg" }
Sound { ID 126 file "highres/sound/recorecog.ogg" }
Sound { ID 127 file "highres/sound/laser.ogg" }
Sound { ID 128 file "highres/sound/recopain.ogg" }
Sound { ID 128 file "highres/sound/recodead.ogg" }
Sound { ID 140 file "highres/sound/octaroam.ogg" }
Sound { ID 141 file "highres/sound/octarecog.ogg" }
Sound { ID 142 file "highres/sound/brainwep.ogg" }
Sound { ID 143 file "highres/sound/octapain.ogg" }
Sound { ID 144 file "highres/sound/octadie.ogg" }
Sound { ID 159 file "highres/sound/octabite.ogg" }
Sound { ID 148 file "highres/sound/bigmove.ogg" }
Sound { ID 149 file "highres/sound/slimdie.ogg" }
Sound { ID 160 file "highres/sound/coolexpl.ogg" }
Sound { ID 164 file "highres/sound/wscream.ogg" }
Sound { ID 169 file "highres/sound/shotcock.ogg" }
Sound { ID 171 file "highres/sound/shake.ogg" }
Sound { ID 175 file "highres/sound/aliamb.ogg" }
Sound { ID 194 file "highres/sound/fire.ogg" }
Sound { ID 205 file "highres/sound/pigroam2.ogg" }
Sound { ID 210 file "highres/sound/getitem.ogg" }
Sound { ID 212 file "highres/sound/cardopn.ogg" }
Sound { ID 219 file "highres/sound/chngwpn.ogg" }
Sound { ID 231 file "highres/sound/helifly.ogg" }
Sound { ID 232 file "highres/sound/planefly.ogg" }
Sound { ID 233 file "highres/sound/jetfly.ogg" }
Sound { ID 234 file "highres/sound/waramb.ogg" }

A lot of these are still early in their concept, however I thought there were enough of them here to warrant a first release. Some of them are taken from STOCK audio discs and altered. Some are just done by me and altered manually, others are a mixture of older stuff from unfinished projects that I have given a face lift. Now, onto the installation procedure.

( If you HAVE the enhanced music pack ): First, download the zip from above, and put it in your HRP folder (EG: C:\games\Duke3D\autoload\duke3d.grp folder). Now, open up your eduke_xmus.zip and go into the folder, delete the music.def... Don't worry, the music will still work, as my def included the definations from that def.

For those of you who have not, you should. Its on the forums go find it and then re-read the top paragraphs.

Any thoughts,crits, comments, or compliments will be greatly appreciated... But, most importantly, enjoy it!

NOTE: You will receive ONE error message, it has to do with the first sound in the list, something to do with the defination. Don't worry this won't cause any game glitches, it just simply means my new kickhit sound won't load.

NOTE(2): Here is the link to the Eduke with enhanced sound capabillity. http://forums.3drealms.com/vb/showpo...1&postcount=86
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Last edited by Commando Nukem; 11-09-2007 at 10:19 PM.
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Old 11-09-2007, 10:06 PM   #2
zchri9
 

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Re: Duke Nukem High Quality Sound Pack Release.
thank you very much friend
also you could just ask 3DR if they had higher quality sound :P
do these sound like the original just clearer thanks
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Old 11-09-2007, 10:15 PM   #3
Commando Nukem

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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by zchri9 View Post
thank you very much friend
also you could just ask 3DR if they had higher quality sound :P
do these sound like the original just clearer thanks
zchri9
Im pretty sure theres copyright issues with the original sounds, IE including them would be illegal... and its easier said then done to "do them like the originals", my aim is to get the sounds somewhere more atmospheric then the original, but not to lose the original spirit of the sounds. Several of the new weapon sounds and the major ambient sounds really kick a lot of butt on a stereo/subwoofer... ironic that it was all done with speakers.
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Old 11-10-2007, 12:39 AM   #4
Western Shinobi

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Re: Duke Nukem High Quality Sound Pack Release.
Thanks for the release. Will download later. ^_^
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Old 11-10-2007, 11:02 AM   #5
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Re: Duke Nukem High Quality Sound Pack Release.
I don't know if I did this right but I deleted the music.def from the music pack and put your zip in the folder... the music reverted back to the midi versions and the game lagged like hell. Sounds are there though.
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Old 11-10-2007, 11:24 AM   #6
Commando Nukem

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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by Searinox View Post
I don't know if I did this right but I deleted the music.def from the music pack and put your zip in the folder... the music reverted back to the midi versions and the game lagged like hell. Sounds are there though.
Are you running it with sdduke? Im not sure if that would effect it or not, its not tested with it.

So you're deleting the def from the music zip, and then putting the sound zip in C:\games\Duke3D\autoload\duke3d.grp.

This is what your sound (left) and music (right) should look like inside. Also,for whatever odd reason, check the music.def in the sound zip and see if it includes the music references. It should as I haven't removed them at anytime... but it doesn't hurt to check.

Hope that helps.
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Old 11-10-2007, 12:01 PM   #7
Searinox

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Re: Duke Nukem High Quality Sound Pack Release.
Yes, I am using it with SD_Duke.
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Old 11-10-2007, 12:35 PM   #8
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Re: Duke Nukem High Quality Sound Pack Release.
The new sounds are nice overall, but the most annoying sound has got to be the chaingun. I mean.. WTF? =/
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Old 11-10-2007, 01:04 PM   #9
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Re: Duke Nukem High Quality Sound Pack Release.
Don't forget about the pitch.
Quote:
Originally Posted by audiolib\PUBLIC\NOTES.TXT
pitchoffset:
This is the amount to transpose the pitch of the sound up or down
measured in 1/100th's of a semitone. For example, to transpose
the pitch up one octave use 1200. To transpose the pitch down
one octave use -1200. For no transposition, use 0.
Quote:
Originally Posted by USER.CON
/* The numbers that are to the right of the sound file name are technical
parameters which will not be explained here, except as follows...
- The first 2 numbers define a random pitch variation range. They
can be positive or negative numbers.
*/

definesound CHAINGUN_FIRE chaingun.voc -204 -204 254 0 512
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Old 11-10-2007, 01:19 PM   #10
Commando Nukem

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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by Blade Nightflame View Post
The new sounds are nice overall, but the most annoying sound has got to be the chaingun. I mean.. WTF? =/
Whats wrong with it? I thought it was beefy and has some comparison to the original. more input would be appreciated.


Quote:
Originally Posted by Hunter_rus View Post
Don't forget about the pitch.
It doesn't really sound like the sound is being effected by the user con stuff to me. It sounds the same ingame and outofgame. Hmm
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Old 11-10-2007, 01:35 PM   #11
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Re: Duke Nukem High Quality Sound Pack Release.
Feel the difference: "definesound CHAINGUN_FIRE chaingun.voc -1000 1000 254 0 512".
[-1000..1000]
I said that, because you should take it into account.
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Old 11-10-2007, 01:44 PM   #12
Commando Nukem

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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by Hunter_rus View Post
Feel the difference: "definesound CHAINGUN_FIRE chaingun.voc -1000 1000 254 0 512".
[-1000..1000]
I said that, because you should take it into account.
maybe we're failing to communicate here. Im not seeing the relevance of editing the con files when the con files work just fine the way they are here. If the sound sounds wrong, I can edit the sound, instead of fooling with the user.con. . Besides which, the chaingun sounds the way I intended it to sound. If everyone has a problem with the way it sounds just say "The sound needs more of a whine" "needs more treble" "Needs to be higher/lower pitched" and i'll be happy to add the changes into the next release. But I don't think we want to start fiddling with the cons to get it where we want, when we don't have to.

The first sound is the exagerated pitched version, the second is default Duke:

http://files.filefront.com/chaingunf.../fileinfo.html
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Old 11-10-2007, 02:12 PM   #13
Hunter_rus

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Re: Duke Nukem High Quality Sound Pack Release.
You mustn't edit CON. But you need to understand: a sound is effected by the pitch. I wanted to show you the difference caused by the pitch. It was visual example. That's all.

Maybe "fell the difference" sounds like a suggestion. I didn't meant a suggestion.
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Old 11-11-2007, 04:27 AM   #14
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Re: Duke Nukem High Quality Sound Pack Release.
now we need hi quality duke voice (i go grab my kill-a-ton disc 1)
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Old 11-11-2007, 04:03 PM   #15
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Re: Duke Nukem High Quality Sound Pack Release.
why are the monster noises replaced? they don't even sound like monsters.
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Old 11-11-2007, 04:41 PM   #16
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Re: Duke Nukem High Quality Sound Pack Release.
Wait, you know what a actually alien sounds like?

Aside from the troopers laser gun, I like them.
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Old 11-11-2007, 05:44 PM   #17
Commando Nukem

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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by Radar1013 View Post
why are the monster noises replaced? they don't even sound like monsters.
well, a lot of them ARE monsters, or at least animal sounds. a few of the pig cop sounds are variants from the same animal that made the original pigcop sounds (and a few doom demons I might add). I gave myself a perfectly good disclaimer for them, some of them are still in their concept stages, and i'll be making modifications as I go along. If you have anything you can contribute i'd be very appreciative.

Quote:
Originally Posted by lycanox View Post
Wait, you know what a actually alien sounds like?

Aside from the troopers laser gun, I like them.
Yeah, im trying to the sounds similar, but thats not easy.

The laser was my least favorite of them. It'll be nixed in the next release with something that sounds a little more beefy.
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Old 11-12-2007, 02:37 AM   #18
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Re: Duke Nukem High Quality Sound Pack Release.
Hi people,

Did someone get the new musics and sounds to work on Linux?
I added the /geduke32_sound.zip with the latest snapshot (06-Sep-2007) and i got that error :

Quote:
Error on line highres/music.def:9.
Error on line highres/music.def:9.
Error on line highres/music.def:9.
Error on line highres/music.def:9.
Error on line highres/music.def:9.
Error on line highres/music.def:9.
Error on line highres/music.def:9.
Error on line highres/music.def:10.
Error on line highres/music.def:10.
Error on line highres/music.def:10.
Error on line highres/music.def:10.
Error on line highres/music.def:10.
Error on line highres/music.def:10.
Error on line highres/music.def:10.
Error on line highres/music.def:15.
Error on line highres/music.def:15.
Error on line highres/music.def:15.
Error on line highres/music.def:15.
Error on line highres/music.def:15.
Error on line highres/music.def:15.
Error on line highres/music.def:15.
...
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Old 11-12-2007, 04:23 AM   #19
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Re: Duke Nukem High Quality Sound Pack Release.
For dude above me I'm sure the new audio stuff is on linux yet so it wont work...

Quote:
Originally Posted by Commando Nukem View Post
Now before I give the tutorial on how this is to be installed, heres a quick transcription of the sounds changed, this is taken from the .def.

// SOUND EFFECTS

Sound { ID 0 file "highres/sound/kickhit.ogg" }
Sound { ID 1 file "highres/sound/rico.ogg" }
Sound { ID 2 file "highres/sound/kickhit.ogg" }

NOTE: You will receive ONE error message, it has to do with the first sound in the list, something to do with the defination. Don't worry this won't cause any game glitches, it just simply means my new kickhit sound won't load.
About your sound error its probably just a dumb openal mess up of having the 2 kickhit.ogg's so maybe make a copy of kickhit.ogg and naming it pistol_bodyhit.ogg [what sound ID 2 is supposed to be anyways] and def as
Sound { ID 2 file "highres/sound/pistol_bodyhit.ogg" } .

Edit...
Also, You dont need to delete the music.def, the autoload function loads all zips in alphabetical order, and whatever is last loaded it can 'overwrite' the others defin... Ah i dont want to explain it...

Simply said... rename your pack to eduke_xsound.zip, drop in autoload and it'll work, without deleting anything .

Edit Again...
Apparently that isn't the error it just don't like 0 as an ID lol... so forget all that...

But i did find an actual problem it being... two 20's
Sound { ID 19 file "highres/sound/break1.ogg" }
Sound { ID 20 file "highres/sound/break2.ogg" }
Sound { ID 20 file "highres/sound/short.ogg" }
Short is supposed to be 21, anyways, i was bored so i fixed that, resampled all the sounds like i did in eduke_xmus.zip to cut size in half, and put it here .
http://duke3d.randomresources.com/eduke32_xsound.zip
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Old 11-12-2007, 09:48 AM   #20
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Re: Duke Nukem High Quality Sound Pack Release.
A new snapshot(build 7) of OpenAL mod is released.

Fixes:
1. The "protection against fool" didn't allow ID of 0. Fixed.
2. WAV won't crash anymore.
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Old 11-12-2007, 11:16 AM   #21
Commando Nukem

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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by Hunter_rus View Post
A new snapshot(build 7) of OpenAL mod is released.

Fixes:
1. The "protection against fool" didn't allow ID of 0. Fixed.
2. WAV won't crash anymore.
Excellent!

There will be a new release in a few days guys with a lot more done, and a lot more faithful sound effects. Im going thru the vocs one at a time (had to skip the hovering commander guy, couldn't do the voice)
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Old 11-14-2007, 04:21 PM   #22
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Re: Duke Nukem High Quality Sound Pack Release.
Call me crazy, and not to be mean, but i think it would be better if you try and get the high resolution sounds to sound more like the originals other than these random noises that sound like some weird material scraping against the other. I'm not trying to be mean. I'm dead serious of what it sounds like to me.

Or maybe it has something to do with me having Windows Vista and the sound is messing up or something. Who knows?
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Old 11-14-2007, 04:29 PM   #23
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Re: Duke Nukem High Quality Sound Pack Release.
Call me crazy, but I think that the sounds in your pack should sound more like the originals. Not just some random noises so you can make a pack and put it on the internet.

But if you have a plan to replace a couple sounds in that pack you posted and to make 'em sound more like the real game, than keep to that plan.

Though, Some noises need to sound more like real life like the weapon sounds, etc.

Theres my two cents
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Old 11-15-2007, 02:50 PM   #24
Commando Nukem

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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by Radar1013 View Post
Call me crazy, and not to be mean, but i think it would be better if you try and get the high resolution sounds to sound more like the originals other than these random noises that sound like some weird material scraping against the other. I'm not trying to be mean. I'm dead serious of what it sounds like to me.

Or maybe it has something to do with me having Windows Vista and the sound is messing up or something. Who knows?
Quote:
Originally Posted by Radar1013 View Post
Call me crazy, but I think that the sounds in your pack should sound more like the originals. Not just some random noises so you can make a pack and put it on the internet.

But if you have a plan to replace a couple sounds in that pack you posted and to make 'em sound more like the real game, than keep to that plan.

Though, Some noises need to sound more like real life like the weapon sounds, etc.

Theres my two cents
Like I said, I released it because of how many sounds were changed, not how ready they were, the second version will be slightly more faithful... and none of the sounds sound like "scratching" in my book, but to each his own... tell me how the battlelord,pigcop or the lizard sound like scratchy noises? They're altered animal sounds!
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Old 11-15-2007, 03:23 PM   #25
Western Shinobi

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Re: Duke Nukem High Quality Sound Pack Release.
TBH, I'd like to see this as a community project. I don't like seeing Commando doing all the work when we all have the ability to get sound files. Just a thought.
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Old 11-18-2007, 03:12 AM   #26
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Re: Duke Nukem High Quality Sound Pack Release.
Thats a "nice" way to word that I suppose. However if anyone wishes to contribute i'd appreciate it if you guys would wait so that I can get this second release out the door, it should be a good enough starting place for everyone else to chip in and adjust.

Edit: I'd just like to give everyone a heads up here. I've gotten most of the sounds changed, save for the dialogue based stuff because I just can't do it faithfully enough. All the older stuff that I did has been remixed and altered, so it sounds much closer. 175 sounds are good to go, including an altered bonus.ogg which I think is a little closer to the original. The release will either be tommorow or sometime next week.

Right now the ***** is trying to get all the sounds loaded up, I started from scratch with the names and saved them as the actual name of the sound files to help me organise via the cons and sndtext. Just plain tedious.
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Old 11-18-2007, 10:22 PM   #27
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Re: Duke Nukem High Quality Sound Pack Release.
Alrightie folks, here we go! Version 2.0 of the HQSP. 175 files are locked in and ready to listen to.

http://files.filefront.com/eduke32+x.../fileinfo.html

1. All the hydro door sounds (hydroXX.voc) have been replaced now, so you'll really know this is an upgrade.

2. All the monsters with the exceptions of the Floating Fat Commander (FFC) and Suicide Drone are replaced. All the ones replaced in the previous pack have been altered.

3. The sirens for the pigcop recon vehicle have been changed back to the original, however to add in some spice I replaced the standard "pig pain" sound that the standard Duke game plays with that of a ricochet sound, so when you're shooting the pigs recon car you can hear your bullets bouncing off the metal. I thought it was a neat touch anyway.

4. I managed to get ahold of a few more mp3s containing some of the stockish sound effects and used them with some of my own stuff to mix somewhat faithful monster sounds. So you'll hear some stuff in there that sounds a lot more like the originals, most of the monster sounds (particularly the bosses) used stuff like the T-rex noises from Jurassic Park, so its not too hard to find.

5. The four main ambient sounds in the urban enviroments (the planes going overhead and the explosion with the woman screaming) have been adjusted from the previous version to be a little more faithful and atmospheric (for instance there is now a woman screaming and crying in the one that replaces the one with the explosion and the scream.)

6. Weapon sounds have been altered, volumes raised, and cleaned up a bit, they should be a little more to everyones taste, I hope.

Instructions: delete the previous installed sound pack and put this one in your C:\games\Duke3D\autoload\duke3d.grp directory.



Also, I hope everyone enjoys this. This will probably be my last major release for awhile... Consider this my early thanksgivings gift to you all if you enjoy it... If not, well, it didn't cost you anything did it?
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Old 11-18-2007, 10:28 PM   #28
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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by Commando Nukem View Post
to add in some spice I replaced the standard "pig pain" sound that the standard Duke game plays with that of a ricochet sound, so when you're shooting the pigs recon car you can hear your bullets bouncing off the metal. I thought it was a neat touch anyway.
Wouldn't that make normal pigcops play the ricochet sound when shot? And what if you hit the recon with freezer, shrinker, rpg, devastator or pipebomb? Those shouldn't make a ricochet sound. I just think this is the sort of thing that should be done with CON code, since it could be done correctly that way. Sorry to sound negative -- what you're doing with this project is really cool .
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Old 11-18-2007, 10:33 PM   #29
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Re: Duke Nukem High Quality Sound Pack Release.
Quote:
Originally Posted by DeeperThought View Post
Wouldn't that make normal pigcops play the ricochet sound when shot? And what if you hit the recon with freezer, shrinker, rpg, devastator or pipebomb? Those shouldn't make a ricochet sound. I just think this is the sort of thing that should be done with CON code, since it could be done correctly that way. Sorry to sound negative -- what you're doing with this project is really cool .
Not that i noticed. They have seperate ID tags. In theory, the battlelord, lizard, and regular chaingun can all sound different, and I can have a different set of sounds for the pigcop and its recon car, which is how I had it before... but it was a little "too different".

Oh, and I know one thing everyone is probably gonna say "You're jetpack sounds SUCK".. I know, I know... Its just a distorted noise of me going "whwwwwww" in the mic...
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Old 11-18-2007, 11:29 PM   #30
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Re: Duke Nukem High Quality Sound Pack Release.
Now I gotta listen to the Jetpack sounds! ^_^
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Old 11-19-2007, 02:38 AM   #31
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Re: Duke Nukem High Quality Sound Pack Release.
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Now I gotta listen to the Jetpack sounds! ^_^
You can't get anything out of me for self inflicted torture!
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Old 11-19-2007, 03:12 AM   #32
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Re: Duke Nukem High Quality Sound Pack Release.
haha! Anyways, for the jetpack, why don't you use a vacuum for the sound. Isnt that what was used originally? If not, is it a noisy fan?
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Old 11-19-2007, 06:26 PM   #33
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Re: Duke Nukem High Quality Sound Pack Release.
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haha! Anyways, for the jetpack, why don't you use a vacuum for the sound. Isnt that what was used originally? If not, is it a noisy fan?
Its definatly something pnuematic I think. That woosh on repeat... I dunno maybe it is indeed a vacuum. I'll have to give the originals a closer listen to see if I can resolve them better.
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Old 11-19-2007, 06:57 PM   #34
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Re: Duke Nukem High Quality Sound Pack Release.
Well i say, this pack is way better than your last. Tons of sounds i love! But just as much i hate.

A tip i could give you is that i think it would be better if the ambient sound with the sound of the siren in it should have more of an echo to it.
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Old 11-19-2007, 07:50 PM   #35
Western Shinobi

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Re: Duke Nukem High Quality Sound Pack Release.
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Well i say, this pack is way better than your last. Tons of sounds i love! But just as much i hate.

A tip i could give you is that i think it would be better if the ambient sound with the sound of the siren in it should have more of an echo to it.
Or a tad muffled and reverbed. Like a gunshot, at a distance it will sound muffled mainly because the bass travels further than the treble.
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Old 11-22-2007, 11:15 AM   #36
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Re: Duke Nukem High Quality Sound Pack Release.
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Well i say, this pack is way better than your last. Tons of sounds i love! But just as much i hate.

A tip i could give you is that i think it would be better if the ambient sound with the sound of the siren in it should have more of an echo to it.
Quote:
Originally Posted by Western Shinobi View Post
Or a tad muffled and reverbed. Like a gunshot, at a distance it will sound muffled mainly because the bass travels further than the treble.
So thus far thats:

Jetpackon
Jetpackidle
Jetpackoff
waramb something or other...

Anyone have any other sounds they are unhappy with at this point?
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Old 11-22-2007, 11:28 AM   #37
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Re: Duke Nukem High Quality Sound Pack Release.
I wonder if GETATOMICHEALTH(ID=106) is supposed to sound like this. This is a question.
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Old 11-22-2007, 12:16 PM   #38
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Re: Duke Nukem High Quality Sound Pack Release.
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I wonder if GETATOMICHEALTH(ID=106) is supposed to sound like this. This is a question.
Yeah, that one sounds pretty lame because all it is, is the teleporter sound, but by default the con file pushes the pitch up really high. I'll do a unique replacement for it.
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Old 11-22-2007, 12:35 PM   #39
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Re: Duke Nukem High Quality Sound Pack Release.
I understand that you placed all sounds definitions to the music.def because of compatibility, but in the future it would be better to divide them to sounds.def and music.def (and adding needed lines in duke3d_hrp.def) , or simply rename music.def to sounds.def.
Because all music is sound, but not all the sounds are music .
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Old 11-22-2007, 01:36 PM   #40
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Re: Duke Nukem High Quality Sound Pack Release.
@ Commando Nukem
I noticed that your sounds are stereo(2 channels). But sounds can't be stereo because it's a 3D sound which have a point source(x,y,z). My snapshot converts such sounds to mono: Result=(LeftChannel+RightChannel)/2. So you can as well convert the sounds to mono.

But music can be stereo(2 channels) because it doesn't have 3D position(x,y,z) in the game world. It is "global".
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