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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3181 Posted 24 February 2012 - 11:02 PM
The sprite is from System Shock. The zombie is made from the Troop and primarily uses Quake 2 mutant sounds with the pitch increased; the dying sound is from the Quake 2 parasite.
This post has been edited by scandalousrucksack: 24 February 2012 - 11:42 PM
#3182 Posted 25 February 2012 - 03:59 AM
#3183 Posted 25 February 2012 - 04:10 AM
I think the zombie genre/whatever hasn't been explored properly in Duke yet, so I'd say all attempts are welcome.
#3184 Posted 25 February 2012 - 11:06 AM
This post has been edited by zykov eddy: 25 February 2012 - 11:06 AM
#3185 Posted 25 February 2012 - 01:07 PM
#3186 Posted 25 February 2012 - 01:23 PM
Captain Awesome, on 25 February 2012 - 01:07 PM, said:
It was going to be more science fiction and bug-eyed monsters than a typical zombie kind of mod.
#3187 Posted 25 February 2012 - 02:42 PM
zykov eddy, on 25 February 2012 - 11:06 AM, said:
I haven't worked on that since 2008 and everything was a placeholder until I'd find something to replace them with (I never did).
#3188 Posted 25 February 2012 - 02:52 PM
Daedolon, on 25 February 2012 - 02:42 PM, said:
Do you already have some maps finished?
#3189 Posted 25 February 2012 - 02:57 PM
chicken, on 25 February 2012 - 02:52 PM, said:
Just a small house which I used to test stuff. I basically stopped working on it since I couldn't get my 3d zombies to work.
#3191 Posted 25 February 2012 - 04:03 PM
#3192 Posted 25 February 2012 - 11:36 PM
Daedolon, on 25 February 2012 - 02:57 PM, said:
Marked, on 25 February 2012 - 03:47 PM, said:
Ha, I'd + that if I had any votes in my.. quota.
Anyway, I decided to show off something I've been working with for the past few days. They're really more concepts still but.. yeah. So, I noticed while making my maps and messin' with the good ol MUSICANDSFX sprite that it didn't suit the sound needs of my mod. Using stereo ambience with M&SFX sounded unrealistic, particularly when it wasn't directly in the center of your screen. I needed something specific, something that could envelop a specified area in stereo sound that didn't slide to one side of your speakers with which direction you were looking at. So here are my attempts.
Firstly, the musicandsfx actor gets erased (unless it's a multiplayer/co-op game) and a new 'soundscape' actor gets created. Then a soundscape helper spawns to do the rest of the dirty work.
Solution type 1 was to more or less 'guard' the perimeter of the SoundScape's origin until the player stepped inside. This worked great, but it still sounded kinda 'eh' when you're away from the perimeter with your left side facing it only (thus sending it through the left speaker only, too). Part of the original problem, but not really that bad considering the edge of the area could be somewhere creative, say, a doorway that would more or less be unaffected by the wind (the side you're standing in.)
Solution type 2 is more.. global. It creates a row of the emitters always in front of the player so that all stereo ambience will play with only volume being modified, not panning. The video shows different ambience' volumes being controlled by the distance from the player.
The soundscape actors will have much better sector control later on, as well as different types/behaviors. I'd really much like to replicate soundscapes from the Source engine. After I decide which type to use and refine it, the rest should be pretty easy, woo..
#3193 Posted 26 February 2012 - 12:19 AM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/sleep.gif)
#3194 Posted 26 February 2012 - 12:40 AM
#3195 Posted 26 February 2012 - 02:14 AM
I also like the style you're going for in the second video (where did you find that awesome skybox for example
![:lol:](https://forums.duke4.net/public/style_emoticons/default/sleep.gif)
#3197 Posted 26 February 2012 - 07:17 AM
#3198 Posted 26 February 2012 - 10:01 AM
#3200 Posted 26 February 2012 - 10:36 AM
#3201 Posted 26 February 2012 - 10:41 AM
Daedolon, on 26 February 2012 - 02:14 AM, said:
![:lol:](https://forums.duke4.net/public/style_emoticons/default/sleep.gif)
Funnily enough that's not the skybox that belongs in that map.
![:P](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
![:P](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#3202 Posted 26 February 2012 - 10:53 AM
DeeperThought, on 26 February 2012 - 12:40 AM, said:
Creation of an EVENT_SOUND was delegated to me in discussions several months ago. You mention multiple events. What are you thinking of? EVENT_SOUND would run before a sound is played and would allow you to change its properties, including playing a different sound and canceling it completely.
#3203 Posted 26 February 2012 - 11:08 AM
And then maybe THISACTOR could refer to the actor who's calling the sound. I could imagine this being practical in that you could compare the distance between the actor calling it and the player, and if it's over a certain amount you could cancel the next weapon-firing sound and swap it out for a distant gunshot/reverberation effect.
But anyway, I'd assume it'd allow for control of everything used in definesound, pitch, priority, flags and "sndist". Just getting control of the sndist alone would let people recreate the behavior of MUSICANDSFX if they wanted to. After that, I imagine that it could solve the problem I had regarding stereo panning, and maybe a way to lock panning would be available, so that if the player is able to hear the sound, it'd always be through both channels.
This post has been edited by Wolf: 26 February 2012 - 11:12 AM
#3204 Posted 26 February 2012 - 11:16 AM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/sleep.gif)
![:P](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#3205 Posted 26 February 2012 - 11:34 AM
Hendricks266, on 26 February 2012 - 10:53 AM, said:
One event would do nicely. It should be possible to change the sound properties on the fly, including pitch, priority, and the volume (i.e. distance offset). The same stuff you can change in the sound definition.
It would be even more useful if there were a sound structure that worked kind of like the sprite structure. Then with the addition of a few more commands for manipulating that structure, we could do stuff like this:
esound SCREAM setsound[RETURN].pitch -512 setsound[RETURN].flags 2 setsound[RETURN].volume -4096
There should also be an owner member so that the owner of the sound can be identified in EVENT_SOUND.
#3206 Posted 26 February 2012 - 12:16 PM
This post has been edited by Fox: 26 February 2012 - 12:16 PM
#3207 Posted 26 February 2012 - 12:58 PM
Fox, on 26 February 2012 - 12:16 PM, said:
I don't understand why that would be a big problem, especially when people play offline 99% of the time.
#3208 Posted 26 February 2012 - 01:52 PM
In terms of revamping the sound system, CraigFatman seems to know a lot of the science behind that stuff and me thinks he should be consulted.
#3209 Posted 26 February 2012 - 03:59 PM
Captain Awesome, on 26 February 2012 - 01:52 PM, said:
All we've been talking about here with the sound event is providing more control over the existing sound system.