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Messages - Crystan

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31
Sounds and Music / Re: A facelift for footsteps/terrain
« on: December 17, 2012, 11:46:19 am »
Here are the new footstep sounds. I've also multiple sounds of the same type available (grass1-4 etc) but i want to modify them a bit (and atm they're useless anyway). Ill also add later extra sounds for grate and metal.

32
Bugs in stable version (2.5) / Re: Smoke grenades rape framerate
« on: December 17, 2012, 11:40:05 am »
Hehe, ok. Well I'm on a "slow machine", and some people don't seem to have the problems, so I just assumed. I've extended the TODO item for 2.5 to be clear that there are multiple issues that need to be addressed.
Finally someone believes me. :P TBH our particle system is not the best...

33
Sounds and Music / Re: A facelift for footsteps/terrain
« on: December 06, 2012, 03:22:23 pm »
Crystan, if you want you can give me a list of sound file names to use for each category so I can generate a terrain.ufo with the right sounds so we don't have to search/replace to fix it in the future.

I have been using my terrain.ufo (and my sounds) in game and have not noticed any performance issues, though the AI turn can get a bit noisy when there are multiple actors moving at the same time.
Sry have been busy with other things. Well atm iam replacing all stock sounds (grass1-4,snow1-4,sand1-4,stone1-4,wood1-4,metal1-4 etc.) just had not the time finish the stuff.

34
Sounds and Music / Re: A facelift for footsteps/terrain
« on: December 03, 2012, 11:04:26 am »
...and stereo doesn't really make much sense because the footsteps are going to be positionally located anyway.
Well i've written that just the ambience sounds should be preferably in stereo. :)

I crouch and move, it plays a different loop of crouched footsteps.
Well for a game like UFO:AI its actually not necessary to create extra crouched footsteps. But if you want to implement a system for it - go on. I wont stop you. :D

One thing I found challenging, particularly with the looping bloodspider sound is that the sound plays for each grid you enter, so walking horiz/vert plays the sounds closer together than if you walk diagonally because walking diagonally takes longer.  So either the horiz/vert walking sounds overlap, or the diagonal sounds skip.  I almost think it would be better to have one, long audio loop for footsteps on each surface type (maybe even synched with the animation !) and have the sounds played by some kind of object that can be told to start, stop, or change the sound based on queues from the actor.  So I start walking on grass, it tells this object to start playing the grass footsteps loop... ...It would eliminate the whole problem of having to piece together unnaturally tiny little fractions of sound from different sources, and all the timing issues involved, particularly with constant footstep sounds like spiders, hovernets, and eventually UGVs (and flying armor  ;)).  The end result would be much more natural sounding.
I asked mattn a few months about that, he meant it would be difficult to implement looping sounds - atleast for the geoscape - could be another story for the battlescape since it supports looping sounds for ambs. :( Btw. until the loop system is not ingame, we should use my spider move sound - although i like your sound. Also ill commit soon a sound update which will also include completely new footstep sounds. (including grate sounds) :)

35
FAQ / Re: [CLOSED] smoke grenades and frame rate [FIXED]
« on: December 02, 2012, 11:47:09 am »
Nope, thats all what i did.

36
Sounds and Music / Re: A facelift for footsteps/terrain
« on: December 01, 2012, 02:11:08 pm »
I am a long ways off from attempting to implement that.
Well, there are sounds for every texture now.   :)  I did it programmatically, so now that the textures are categorized, I can generate the terrain.ufo in seconds.
Ah sorry, thought you added them by hand. ;)

So upload that sucker.  I would like to hear it.
Sorry, didn't mean to offend you. Check the attachment for my hovernet sound together with some other new footstep sounds
*Note: i designed the hovernet sound as a one shot sound

No, I created it.  I didn't find the one you made until I was looking for a place to put mine.  I haven't tested out yours in game yet, but mine is better than spiders with two feet, which is what it was.
Oh sorry. Yeah, mine is tbh a very old sound i made around end 2010.

By quality standards do you mean frequency and kbps or you just don't like it?
I meant the frequency - its noted in our sound & music contributor section.

Do what you feel best.  I like it the way it is, personally, at least better than missing sounds and some of the clicky footsteps.  This part of the game is your baby, so it is your choice how you use it.
Oh dont get me wrong - i am happy about that someone finally cares about the footsteps. As already mentioned i didn't mean to offend you. Anyway have you a site where i can checkout other sound samples from you? Oh and which programs do you use? :)

37
Sounds and Music / Re: A facelift for footsteps/terrain
« on: November 30, 2012, 11:34:31 am »
Oh you just assigned the missing footstep sounds to textures which haven't had a footstep sound using the current footstep system? Well i thought you added a system we were talking about earlier, because adding footstep sounds using the current system is actually a waste of time. ;) (it was also my leverage to adding a new footstep sound system :P) Anyway we cant use the sounds you uploaded for the following reasons:

move.ogg is the Hovernet move sound I put in sounds\aliens\hovernet\ - the hovernet got already a new (better) "footstep sound", just havent uploaded it yet because mattns code havent worked at that time.

move2.ogg is the bloodspider move sound from sounds\aliens\bloodspider\ - if i understood you right, you found that sound in the bloodspider folder? That cannot be the case. This is the original bloodspider move sound i made and is still the only footstep sound found in the bloodspider folder: http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=blob;f=base/sound/aliens/bloodspider/move.ogg

grate1.ogg - doesnt match the quality standards
grass5.ogg - doesnt match the quality standards

wood5.ogg - is fine in quality but it wont fit to the other wood footsteps (ill make completly new ones, dont worry, until the original concept i had i mentioned is ingame)

I can remove and exchange the stuff with the other sounds, so we can still make use of your work - if you want.


38
Sounds and Music / Re: A facelift for footsteps/terrain
« on: November 29, 2012, 01:46:28 pm »
I just committed some changes I made.  It is my first time so I hope I didn't screw anything up.

I parsed every texture out of the .map files and stored them in a local database, then went through and visually categorized every one of them (>1000) according to the sound they should make.  I then assigned one footstep sound as well as a bouncefraction to each category, then used that info to dump a complete terrain.ufo (now 10x larger).  I can use the same data to create a new, more compact terrain.ufo that will allow for multiple footstep sounds, etc. as I have proposed, but that is a ways off yet.
Inform me as soon as the stuff is available in the nightly builds.

I also created some new footstep sounds for wood, carpet, metal grates (new category) and grass.
Please upload your sounds here first, so i can make a quality check. And actually i wanted to make new footstep sounds, as i already mention in my last post. ;)

39
Sounds and Music / Re: A facelift for footsteps/terrain
« on: November 24, 2012, 04:13:08 pm »
It would make it more maintainable...
Thats the reason why i even haven't thought about touching the current footstep sounds "assignment". As long as i haven't add the footstep sound to every single textures, iam fine.

40
Sounds and Music / Re: A facelift for footsteps/terrain
« on: November 21, 2012, 12:36:03 pm »
While some of the footstep sounds are OK, many of them sound like someone whacking the ground with a stick.  There is also no variation in the step sounds, so they are all "clunk, clunk, clunk, clunk".  It would also be nice if the sounds could be standardized a bit more in terms of length and the general footfall sound so they blend together better.  I have been looking at the terrain.ufo file, as well as the team_*.ufos.  The team ufos have lists of sound files for wounding and dying sounds for the various units.  I think the same thing could be done to the terrain.ufo, allowing each terrain to have multiple footstep sounds, perhaps with alternate sounds for crouched walking, heavy steps (like Ortnoks, Power Armor), spiders, tracked,  wheeled (UGVs) etc. as needed as well as grenade bounce sounds.  The code should be very similar to how the team defs are parsed and used.  Terrain.ufo also needs new entries for the added textures, as well as bouncefractions set in each.

I don't know that much C++, but I think I may be able to figure out well enough how to reuse the existing code to create the new structure.  It will still be a lot of work though.  Is anyone else working on something like this?

Mattn is already working on something like this (i hope), based on my idea: http://ufoai.org/wiki/Proposals/Sound/Footstep_Sounds
Its also noted in my Get rid of the Silence thread. Team based footsteps are also already in the code. Ill create new footsteps as soon as everything of the stuff is ingame and working.

41
Artwork / Re: Help us out: faces for soldier heads
« on: November 19, 2012, 05:09:14 pm »
I don't use any algorithms and everything is made by hand. It is because pictures I use as a base, are not unify in style and camera angle. I also modyfy mesh while texturing. That is why its easer for me to work individually with every face.
I'm looking forward to lay hands on pictures you will provide ;)

Here is a little preview how it looks like.
Again, great work!

42
Design / Re: Improved Air Combat (coming soon...)
« on: November 18, 2012, 04:09:00 pm »
Its just an idea but what about if we not add a cap which is restricted by the count of aircrafts but rather by a "value cap" which is effected by aircraft type and aircraft equiptment. So you can attack a corruptor with 4 stilletos (with standard weapons) but not with 4 starchasers.

43
Artwork / Re: Help us out: faces for soldier heads
« on: November 12, 2012, 01:21:11 am »
Great work Isen! Really hoped someone would make new faces.

44
Discussion / Re: length of effect for objects
« on: November 10, 2012, 02:19:33 pm »
You dont need to extract the pk3s. Use the newest fix version. http://ufoai.org/forum/index.php/topic,6755.msg56217.html#msg56217 (the zip just have a predefined folder structure for an easier installation)

45
Discussion / Re: length of effect for objects
« on: November 09, 2012, 09:08:04 pm »
http://ufoai.org/forum/index.php/topic,6755.0.html

This really should be fixed in base if possible. I have yet to see a machine that isn't rendered nearly unplayable by those particles. It's not a matter of system quality, they really seem to take all they can get.
Well for me they work without any problems - with active physic simulation and my hardware isn't the best (~2 years old). GF GTX 460, Intel Q8400. But physim of smoke isnt a must have feature, so i think we can live without it. :P

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