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.
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.
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?
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.
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.
Submarine dive alarm for every flashing red vehicle! http://https://www.youtube.com/watch?v=9azjzhoL670
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.