Ogre Idles
#13380 posted by Preach on 2013/12/05 05:58:19
Most monsters do play their idle sound while walking instead of standing. I'd guess it's because the ogre has a special chainsaw dragging sound when he hits the waypoints of his patrol, so they put the mumbling on the standing sequence so they don't interfere.
Monster Idle Sounds
#13381 posted by quaketree on 2013/12/05 06:24:48
The Vore has that grunting\wheezing noise that it makes (I think that's used while it's idle).
Yeah
#13382 posted by ijed on 2013/12/05 10:00:16
All monsters have an idle, but they call it at varying times. Most will call it while in their run sequence (attacking you) at some point, as well as when standing still chilling out.
If you look through the sound folder you'll find them all.
Ogre has the additional chainsaw scrape as Preach mentions.
The idle sounds themselves add ambience to the level and give the player a hint of what they'll be fighting later on. Some have stronger, more recognizable sounds, like the ogre, or the Quoth Night Gaunt.
I Don't Think So
#13383 posted by Rick on 2013/12/05 13:08:36
Basically, I'm trying to figure out why the only ambient sound in my map is from the sky. There's no water or lava noise. I think this is caused by the texture names I used.
Just to test, I built the map using the -noambientsky switch and when I move around the level using -noclip and -notarget, the only sounds I hear are from torches, sound entities such as ambient_drip, monsters that are walking a path, and ogres.
All the ogres make the rumbling sound when standing still, all of the other monsters are silent when standing still.
Aha
#13384 posted by ijed on 2013/12/05 14:05:39
You're right.
I just took a quick look over the qc and only the ogre is calling his idle sound while in his idle cycle.
All the others call it during their non-idle cycles, or during walk.
So
#13385 posted by Rick on 2013/12/05 14:56:35
How would I make them shut up?
I commented out both places in ogre.qc where that sound is called and they still stand there making that stupid noise.
Well
#13386 posted by ijed on 2013/12/05 15:05:18
That should do it. The engine isn't calling any monster sounds directly.
So, I'll ask the dumb questions; did you compile, did you copy the progs.dat over?
I've failed on that many, many times. I'm also dyslexic when it comes to greater > or < less than.
Fixed
#13387 posted by Rick on 2013/12/05 16:06:07
Facepalm moment - was just me being stupid and putting the new progs.dat in the wrong game folder.
Seriously, is this some kind of bug? Why does only the ogre make sounds when he should actually be silent, waiting to ambush the player?
Well
#13388 posted by ijed on 2013/12/05 16:18:41
Thats lots of weird shit in the original qc. Like the ambush / crucified spawnflags and so on.
Probably the actual behaviour should be controlled by the AMBUSH flag.
So if that is set a monster is silent, if not then they make sounds.
I never realised one of the reasons I like patrolling monsters is that they make sound.
@Rick Re Liquid Sounds
#13389 posted by quaketree on 2013/12/05 17:10:03
"Basically, I'm trying to figure out why the only ambient sound in my map is from the sky. There's no water or lava noise. I think this is caused by the texture names I used."
That's the cause of that problem. Water, slime and lava texture names have to be the same as the originals (including any numbers such as *water04). Using any other name (say, *water07) will still get you all of the physical properties of the liquid (swimming, drowning, and fullbrights in that example. Replace *water with *slime07 or *lava07 and you will get those physical properties instead) but the sounds won't get cached because the engine wasn't told to look for them because the texture name didn't match the correct parameters.
This "Can" work in your favor if you have a secret that has water but you don't want the water ambiance noise to give it away because you have a different clue leading to the secret for the player to find instead
Yeah
#13390 posted by Rick on 2013/12/05 17:32:45
I was guessing that was the problem with the lack of ambient sounds. I'm using *lavakell and a *rk_water that I made.
I guess I'll extract all the textures I'm using and put them in a special wish13.wad so that I can rename the custom lava and water to match the original id texture names.
Liquid Ambients
#13391 posted by metlslime on 2013/12/05 20:31:40
http://celephais.net/stuff/texturefaq.htm
your *lavaXXXX should work, but the water needs an name that starts with "*water" or "*04water"
But, isn't there an engine bug where either slime or lava don't generate ambients at all? my memory is fuzzy.
I'm Checking Now
#13392 posted by Rick on 2013/12/05 21:02:03
Before I was definitely getting no lava or water sound. I've renamed *lavakell to *lava1 and *rk_water to *water1.
I now get sounds but it seems to be the same sound everywhere (still using -noambientsky).
Does water and lava use the same noise? Maybe because I didn't do a full vis the game just thinks I can see water everywhere and there's no lava sound at all. I'm doing a full vis now just to find out.
Hmm
#13393 posted by Rick on 2013/12/05 21:19:16
Seems like you were right, there is no lava sound at all. Water and sky seem to be working okay.
Just realized my trick of using sky brushes to hold the lights and seal behind func_wall windows is a problem because I can hear the sky noise everywhere I did that, even though there is actually no sky visible to the player in those areas.
#13394 posted by - on 2013/12/05 23:32:03
IIRC, vis is what adds the liquid ambients to the map, as the engine uses the portal information to determine if you should be able to hear
Increase Spotlight FOV?
#13395 posted by Breezeep on 2013/12/06 00:02:16
Is there a way to increase a spotlight's fov just like the one that was used in Backstiengotic?
(I'm using trenchbroom BTW)
Also, Another Question
#13396 posted by Breezeep on 2013/12/06 00:05:09
In Backstiengotic, is it possible to make a built in skill selection part that changes the player's starting point when triggered?
Fov?
#13397 posted by Rick on 2013/12/06 17:35:55
Not real sure what you mean by fov, but if you mean how wide the spotlight's beam is you just need to set the angle key/value. There isn't one by default and I don't know how or if you can add one in Trenchbroom. I think the default is some thing like 25 or 30 (degrees).
Read This
#13398 posted by ijed on 2013/12/06 18:22:54
http://user.tninet.se/~xir870k/tooltips.txt
It explains it all, but is mostly focused on bug fixing. There's a light section in there that explains the values and how to use them.
There's Also...
#13399 posted by Rick on 2013/12/06 19:16:59
@rick
#13400 posted by Breezeep on 2013/12/06 22:07:12
I might try that.
#13401 posted by Spirit on 2013/12/11 21:15:16
Tronyn snuck another 2PSB map past my filters so I updated the BSP2 page at https://www.quaddicted.com/tools/bsp2_format
Compiling On Mac OSX 10+
#13402 posted by prizeonex on 2013/12/16 11:17:54
What is the best way to compile a map with the newest MacOS? I'm using trenchbroom to make levels and it says there are compilers built in but I don't see any way to actually use them, which I don't understand.
There Are No Compilers
#13403 posted by SleepwalkR on 2013/12/16 12:55:42
built into TrenchBroom (unless you're using the very old version which I released for Mac OS only about two years ago). You need to download the binaries yourself, for example from here: http://disenchant.net/utils/
Then you need to figure out the command line parameters (see the manuals in the downloaded zip file) and call them from your terminal in the correct location.
Compiling Made Easy
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