vehicle audio warnings

Discussion in 'Under Consideration' started by FN198, Apr 4, 2011.

  1. ukgamer

    ukgamer more like noob gamer

    Messages:
    241
    Likes Received:
    0
    Trophy Points:
    0
    Unless you turn it into a catchy dramatic beat like Pokémon Black and White did.
     
  2. Empty

    Empty Member

    Messages:
    14,912
    Likes Received:
    11
    Trophy Points:
    0
    I really hate the music in B/W sadly, so I play muted.

    People say there's a bunch of really good songs in there, but every time I unmute it it's just crappy music :/

    I miss the old 8-bit sound in Gen1/2. Or at least the style they did in Gen3. It's too realistic now if you get what I mean, the sounds are really high quality and sound like actual instruments (to a degree) and it's kind of unnerving.
     
  3. ukgamer

    ukgamer more like noob gamer

    Messages:
    241
    Likes Received:
    0
    Trophy Points:
    0
    I think they still retain a degree of "computeryness" to the sounds, hence why I like them. I think it's a bit weird that they seem to have gone the DUNSH DUNSH DUNSH rave music route but whatever, I think it's catchy... Well, some of it anyway. Some of the music in B/W was just plain annoying.
     
  4. bitchslap

    bitchslap Member

    Messages:
    1,217
    Likes Received:
    0
    Trophy Points:
    0
    i take it we are free to feck with these and just post em up as they become polished for consideration then?


    EDIT: preferred format?
     
  5. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    Now that customization shit works again... we are free to fuck with anything.

    Bright red/yellow scouts, driving a rainbow shitting unicorn/jeep, hilarious vehicle horn sounds, Nyancat missiles(fucking love you harry), or what ever your demented mind can come up with.
     
  6. urethra franklin

    urethra franklin Member

    Messages:
    541
    Likes Received:
    6
    Trophy Points:
    0
    All the le memes you could ever le wish for.
     
  7. FN198

    FN198 Member

    Messages:
    2,434
    Likes Received:
    0
    Trophy Points:
    0
    the reload sounds finally got activated, any update on code support for the rest?
     
  8. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    The support for reload sounds has been there for like 5-6 years, as have the sounds been in the directories, they just never got hooked up until now. The rest would require code support so it's less likely for the time being, though it might get looked at now that Angry is back on the scene doing some sound technician work.
     
  9. w00kie

    w00kie Mustachioed Mexican

    Messages:
    3,863
    Likes Received:
    13
    Trophy Points:
    0
  10. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    bad link? "Firefox can't find the server at https." lol.
     
  11. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

    Messages:
    7,243
    Likes Received:
    13
    Trophy Points:
    0
    Added overheating sound, define it for the chassis with the key "Overheated Sound".

    Code:
    if (m_flVehicleHeat >= m_pVehicleEngine->heatCapacity && m_flVehicleHeatPenalty == 0)
    		{
    			m_flVehicleHeatPenalty = gpGlobals->curtime + 3.0f;
    			m_flVehicleHeat = m_pVehicleEngine->heatCapacity;
    
    			if ( m_pChassis->overheatedSound && strcmp( m_pChassis->overheatedSound, "" ) )
    			{
    				// Overheated, play overheated sound
    				CPASAttenuationFilter sndFilter( this, m_pChassis->overheatedSound  );
    				EmitSound( sndFilter, entindex(), m_pChassis->overheatedSound  );
    			}
    		}
    Also defined hull damage sound and apparently there's also an armor damage sound:

    Code:
    //do armor hurt sound if there is one defined
    	if ( m_flTotalHealth > 0 && m_pVehicleArmor && m_pVehicleArmor->soundImpact && strcmp( m_pVehicleArmor->soundImpact, "" ))
    	{
    		CPASAttenuationFilter sndFilter( this, m_pVehicleArmor->soundImpact );
    		EmitSound( sndFilter, entindex(), m_pVehicleArmor->soundImpact );
    	}
    
    	// If hull is damaged, play hull damage sound
    	if ( m_flTotalHealth > 0 && m_flHullDamage > 0 && m_pChassis->hullDamageSound && strcmp( m_pChassis->hullDamageSound, "" ) )
    	{
    		CPASAttenuationFilter sndFilter( this, m_pChassis->hullDamageSound  );
    		EmitSound( sndFilter, entindex(), m_pChassis->hullDamageSound  );
    	}
    Hull damage sound is also set in chassis with key "Hull Damage Sound", armor impact is defined in the armor scripts with key "Sound Impact".

    You can also define a hull critical sound with key "Hull Critical Sound", but it's not hooked up to anything yet.
     
  12. FN198

    FN198 Member

    Messages:
    2,434
    Likes Received:
    0
    Trophy Points:
    0
    any update on this?
     

Share This Page