Sound Pack RC2

Discussion in 'General' started by Bodrick, Apr 11, 2007.

  1. Bodrick

    Bodrick Ye Olde Supermod

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    Download RC2.rar (16 meg)

    This is the latest release candidate for mine and Angry's soundpack.


    Features ("out of the box"):
    • New sounds for nearly all handheld weapons.
    • New sounds for all explosions
    • Distant varient for all explosions
    • Unique sounds for each vehicle cannon (both firing and impact)
    • Nuke impact sound
    Also included (but not working until Krenzo codes them in):
    • Unique sounds for each type of grenade
    • Death sounds for vehicles (basically large explosions with metal effects in them)
    • Different sounds for VF, AF, refineries, and engineer-built buildings (still a WIP)
    Still to do:
    • Finish off the building sounds
    • Vehicle reload sounds
    I'd appreciate some feedback on these sounds please, anything will do :)

    You won't get the different sounds for vehicle cannons unless you start your own server (as it's defined in the scripts).

    Remember to make a backup of your old files :p

    So yeah, comments please :p
     
    Last edited: Apr 11, 2007
  2. Angry

    Angry Junior Member

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    I redid my 1.03 sound pack you all know and love and redid it for 1.07. Now It has been absorbed into empires 1.08 and with Bodrick we are working to better empires in the sound department.

    Cheers
     
  3. Caelo

    Caelo Member

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    yeeeh! :D
     
  4. Silk

    Silk Mapper

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    I'll be checking them this evening!
    Looking forward to it as well.
     
  5. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Listened to the sounds ingame, and here is what I have to say:

    NF
    --

    Scout Rifle - Ok, but it sounds really odd for a rifle.
    Pistol - Sounds like crap. I used your SMG3 sound for this, sounds better
    Shotty - Original was better tbh :p
    SMG1 - Good
    SMG2 - Good
    SMG3 - Needs more "umph"
    AR - Good
    HMG - Original sound felt better but whatever floats your boat :p
    Mortar - Absolutely appalling :(

    BE
    --

    Scout Rifle - Ok... Sounds like a .50cal :p
    Pistol1 - Sounds very odd.
    Pistol2 - Good
    SMG1 - Very good
    SMG2 - Good
    AR1 - Very good
    AR2 - Good
    HMG - Original sound felt better
    Mortar - Again, completely not my thing.
     
  6. Silk

    Silk Mapper

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    thx beerdude, now i just have to copy-paste everything and adjust it a little ;)

    btw i'm no sound artist, and i have to use the few english words that a know to describe it, but i hope it helps.

    NF
    --
    Scout Rifle - Ok, but it sounds a little ... blurred, like when you are under water and can't hear clearly
    Pistol - Good
    Shotty - Good (haven't compared it with the original)
    SMG1 - Good
    SMG2 - Good
    SMG3 - Good
    AR - Good
    HR - Good
    HMG - I liked it
    Mortar - The sound of the grenade leaving sounds to much like noise/static. Maybe make it a little longer and clearer?
    RPG launcher - The sound of the rocket leaving is not that realistic imo. I'm not sure what's the problem with it, it just doesn't sound right. The sound of the rocket going through the air is fine, it's just the leaving part that's odd.

    I'm not sure about this, but it seems as if you can hear explosions from the mortar very loudly (too loudly), even if it explodes pretty far away. Has anything changed or did i just notice it now?

    BE
    --
    Scout Rifle - Good
    Pistol1 - Good
    Pistol2 - Good
    SMG1 - Very good
    SMG2 - Good
    AR1 - Good
    HR - Good
    HMG - Good (didn't compare it with the original)
    Mortar and RPG launcher - see NF


    I'll check the vehicle weapons sounds later today
     
    Last edited: Apr 12, 2007
  7. Bodrick

    Bodrick Ye Olde Supermod

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    Ok, so currently I have (from changelog):

    Swapped HE arty and standard arty firing sound

    Swapped NF pistol and SMG3

    Modified NF scout rifle

    Modified Smoke grenade

    Re-done Mortar


    + other things that i won't tell you until 1.08 :D
     
  8. Silk

    Silk Mapper

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    I've tested the cannon sounds.
    I'm not sure if you've redone the MG and ML sounds as well, but since i was testing the cannon sounds i did those as well. I don't know if these will ever be changed but it can't hurt to give my opinion about them i guess.

    Cannons:
    (good means both the firing sound and explosions are good)
    Standard CN: Good
    Ranged CN: = Standard CN i think?
    HE CN: Very good
    Plasma CN: Very good
    Rail CN: Good

    Missiles:
    Except the nuke all sounds were the same if i heard correctly.
    Nuke: Sounds too much as if it's an explosion miles away. This is great when you shoot far away, but just doesn't work when you target the ground at less than 20-30 meter distance.
    At first it sounded as a huge explosion too much as well, but after a few shots i got used to it.
    All the other missiles: i think i noticed 4 different explosions. All of them are good, but are so totally different that it seems weird when you shoot a few times at one spot. My suggestion would be to keep the 4 sounds, but make them a little more ... well boring actually, so they don't sound as totally different as they do know. So keep the difference, but less obvious.

    MG's:
    Vulcan: Good
    Standard MG: Good
    Bio MG: Good
    .50 MG: Good
    AP MG: When you keep firing the sound seems te change sometimes. As if the timings or rate of fire change (which may simply be the case, don't know, but if not it's annoying)
    CG: gets really annoying after a while !
    Medium CG: same as the CG
    Plasma MG: Good
    HE MG: Same as AP MG
    .50 Heavy MG: Good
    AP Heavy MG: Same as AP MG

    Grenades: Good (it sounded weird at first, like if you expected something different, probably after being used to the current sounds)

    Artillery cannons:
    HE AC:
    Explosion = Good
    Firing = Original sound (while all the other arty cannons have a new one i think)
    Small AC: Good
    Medium AC: Good
    Ranged AC: Good
    I'm not sure if the HE AC firing sound was intended to be the original sound or not. But if you do want to have multiple firing sounds i suggest to use the original one for the smaller cannons. Firing the HE AC now sounds much less ... heavy than firing a small AC.


    I may still have some of Angry's sounds though, from a while back, but i think all of them have been overwritten with these sounds.

    Edit:
    I didn't hear anything when i threw a smoke grenade, but i saw the sound in the rar file.
    And i forgot to test the mines explosions, but i'm not gonna start empires again to test one sound :p.
     
    Last edited: Apr 12, 2007
  9. KILLX

    KILLX Banned

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    Vulcan? What the hell?
     
  10. Silk

    Silk Mapper

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    It's a 3 slot MG

    Well it's actually called Vulcan CN (from cannon i assume), but its coloured yellow and indeed fits in the MG slot.
    From all nf vehicles only the apc was able to use it since it was to only vehicle with 3 slots for MG weapons.
    Also it wasn't with the other MG weapons in the customize list, but at the end, after missiles i think.
     
  11. KILLX

    KILLX Banned

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    Odd, it doesn't come up as Vulcan when I play.
     
  12. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Ah yes, about the explosions: some of them sound a bit muffled compared to the original explosions. Makes it a bit odd when you hear both going off.
     
  13. Lollum

    Lollum Tester++

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    Best for the mls would be that you give them the same sounds as the rpg has :>!
     
  14. KILLX

    KILLX Banned

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    How do you guide the RPG anyway? I was playing on InstantDeath's test server, and i saw a RPG moving around to chase me. I know it was a gren RPG, I saw him/her fire.
     
  15. Krenzo

    Krenzo Administrator

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    Hold down the fire button, and it'll follow the crosshair.
     
  16. Caelo

    Caelo Member

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    I hope the route it follow is fixed. It still does the random projectory thing sometimes.
    I'm still grateful that it's not as bad as it used to be though :D
     
  17. KILLX

    KILLX Banned

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    Wow, I guess I should RTFM, I had no idea it was possible until I saw it on InstantDeath's test server, and had no idea it was so easy until now.

    *mumbles and reads the manual*
     
  18. Jcw87

    Jcw87 Member

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    From my experience it doesn't follow the crosshair... it's direction is set to match the grenadier's direction, making it hard to guide it to a moving target.
     
  19. arklansman

    arklansman Member

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    We should make it like the Redeemer from UT. XD
     
  20. Jcw87

    Jcw87 Member

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    redeemer follows the same principle (or trys to, I don't remember how well it worked on tight turns)... but the cam is mounted on the missle.
     

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