Any chance of having new vehicle sounds for the light tank, APC and a couple other vehicles? If I recall correctly (and ignore if I'm wrong) they're still using the HL2 buggy sound which, I'm sure we've all grown used to but considering everything that's been updated for the new version, might it not be a good idea give them a more unique engine sound for the new and returning players?
i was trying to make new sounds, but when i tested as i said before i stalled because the looping sometimes works, sometimes not. And i dont want to make crappy job. Also wrote on the official source sdk help desk but noone answered: http://developer.valvesoftware.com/wiki/Help_Desk#How_do_vehicle_sounds_and_sound_loops_work.3F
All I can tell you is that the code tells it to play a looping sound. There's a debug cvar you can set where it will spit out to the console (and your screen with developer 1) what vehicle sound it is playing. The previous sound fx guy was using cue points and the like to make it loop.
whatever you do DON'T make it crap. I would REALLY rather have HL2 sounds (which are pretty high quality even though they don't always fit) than crappy, tinny, faded, dull or repatative sounds.
rather than making sound for each vehicle maybe use different sounds for each engine using sound bit like truck to simulate biodiesel and so on
I was told that its not planned to differenciate the vehicle sounds according to the mounted engine. By the way I just tried out the new build, and now the mounted mg gun sound works fine. - I can change it. I dont know what was the problem before, but the fact that the game engine didnt play the right sound which was in the sound scripts, and it did weird things like mixing together mg sounds made me stop trying to make new sounds for the mod. Now that it works I will also test the engine loops. There is hope that those work well too. I was trying to debug those before with cvars which Krenzo mentioned, but it didnt let me (sv_cheats 0) on the public server.
no, I tried everthing back then, cleared soundcaches, reinstalled hl2mp etc. but it was completly messed up... even in the last few rcs, dont know how many noticed but according to the soundscripts the vehicle mg should have used the "sound/vehicle/mg/fire.wav"... and it was changed a few rcs ago to a new sound by the devs... even so it played the old default mg sound (from the source sounds.gcf ?) when ive put up a standard mg and a med chaingun on the apc i clearly heard that they play two different sounds even if in the soundscripts (vehicle_weapons.txt, game_sounds_vehicle_weapons.txt) they were pointing to the same sound resource. So something was really messed up, but now it seems to be perfect. I will do some tests just to be sure.
The issue is because the MG uses two different sounds, the NF MG and the Vehicle one. They need to be the same.
I reverse engineered and figured out lots of things, so I remade the AFV sounds and made a new LT sound Ive put them up here: http://www.divshare.com/download/2619560-9c4 inside the zip there are the wave files and the proposed script changes to make them work. Unfortunately I coudnt test the scripts myself (cant start up a local server) so they might not work
the sound files here: Empires/sound/vehicles/afv/ Empires/sound/vehicles/lt/ the two vehicle script files are here: Empires/scripts/Imperial/Vehicles/Ground/AFV/ Empires/scripts/NF/Vehicles/Ground/TankLight/ (btw i dont know what are those vehicle scripts ending with 8 and 16.. i didnt modify those) and the inserts are to added to the Empires/scripts/game_sounds_vehicles.txt file anyway i attach one with the stuff added
Those lt sounds don't fit, plus you can hear the vehicle tracks... NF LT doesn't have tracks.. Would go great as a Imperial Tank though. However the Diesel sound you gave me a few months ago fit perfectly.