Moving Sound
#246 posted by Preach on 2009/10/01 19:52:19
Rocketeers have a major flaw in that their shots can't be heard. I screwed up in warp and had them at such a distance where their rockets would just arrive without warning. No idea what the fix could be, since there's no moving sounds in Quake and making their fire sound a global would be weird.
This is something that I have thought about, as Kell raised the same concern. The most clever technical solution I could think of would be to have two channels playing a rocket flying sound in parallel. The sound they play would fade in and then fade out, so the dynamics are like so:
<>
The sound would then be repeated on each channel by sending a new sound command once the last one runs out:
<><><><><><>
Then the trick would be to play the two channels 180 degrees out of phase with each other.
chan1:<><><><><><><>
chan2:><><><><><><><
The result is supposed to be an average level of sound the whole way along, but because the new sounds keep getting triggered, they move spatially.
In reality, there are practical problems which make it probably unworkable. Because timing in quake has to snap to the frame times, you are always going to have some degree of delay in triggering the sounds(even ignoring lag in networked play). So there is reason to make the sounds as long as possible, to lessen the impact of the random timing.
The problem is that the longer you make the sounds, the less frequently you play them, and so the less frequently the position of the sound updates. Which was essentially the whole point of the exercise - it's a bit like Heisenberg uncertainty! Perhaps 3 channels seperated by 120 degrees phase would allow for enough of a compromise - I'd have to check that would produce constant expected volume...
Anyway, I wouldn't post all this if I didn't have an alternate suggestion to float. Rather than trying to create a moving rocket trail sound on an engine ill equipped for it, what would people say to adding a 'radar ping' sound to the rocket? It would still eminate from the rocket, but as a very short sound you could get away with just playing it from a new position each time. It could probably be made to speed up as the rocket approached(or more likely the longer the rocket lived, even if it has flown past or isn't going for you). Does that sound too arcadey for Quake?
Maybe A Combination
#247 posted by ijed on 2009/10/01 20:32:02
Of both the radar sound and a global (no attenuation) sound.
They'd both be rocket woosh, but the global would be very low volume and the radar fading into it.
Don't how well that'd work though, probably need lots of trial and error.
Rocketeer
#248 posted by necros on 2009/10/01 21:04:56
i had already tried to do the rocket whoosh sound in that manner (in fact, bob uses this method for his rotor sound) but the rockets move so fast that i ended up having to have the sound triggered every 0.1 seconds on 5 channels.
the radar ping is a pretty good idea though. i'd only have it play if the rocketeer is attacking a player though.
Necros
#249 posted by Text_Fish on 2009/10/01 21:59:47
Nearly all of the 'problems' you highlighted above are actually things I LOVE about the Quoth monsters. It takes me back to my early Quake days when I hadn't yet learned all the monsters off-by-heart so they were still challenging.
Leave 'fairness' to multi-player quake. Single-player is you vs the computer, and that should always challenge expectations rather than ticking boxes.
#250 posted by Ankh on 2009/10/01 22:16:53
I must say that I got to like most of the quoth monsters. they are a great enhancement to the standard ones.
My quoth favourites list looks much different than metlslime's:
1. Defender - because he is so dangerous but yet possible to kill within short time. I think them equal to fiends which I equally like.
2. Polyp - I didn't like them at first but once you get used to them they are fun. Don't give you much damage yet can be dangerous if push you into some hazard. Fun to predict their movement and kill with any weapon.
3. Eddie - give me some good weapons and I will have him done with pleasure :)
3.5 Rocketeer and pyro - the same amount of fun delivery as standard enforcers. Can be spicy when used in groups.
4. voreling, drole, blue plasma blaster - both take too long to kill and have annoying attack for me
5. gug, flying electro-cutter, vermis - take decidedly too much time to kill. Gug and vermis usually kill me on first encounter.
I don't have any feeling towards the whole knight family. But I have a question. Why do their swords reach further than expected?
#251 posted by necros on 2009/10/01 23:55:03
Why do their swords reach further than expected?
same thing as the drole, poor attempt on my part to discourage shambler dancing.
Wow
#252 posted by Drew on 2009/10/02 00:01:58
I just wrote a whole long rant. and there was an error. 52? maybe? I'm drunk
Basically I love all the monsters. especially Bob. And gugs. though I lament their quakiness due to how much more variety they would have otherwise.
by the way, Necros you are a fucking beast all of a sudden! you're all over func and mapping and shit.
you've totally become the big man on messageboard.
#253 posted by necros on 2009/10/02 01:21:54
i just have a lot of free time atm, is all.
Was This Supposed
#254 posted by megaman on 2009/10/02 11:56:00
to turn into a quoth discussion?
Descent has that radar ping sound (but on the player side) for homing missiles. It doesn't even hint at the position, I think, just the distance-the nearer the missile, the shorter the beep interval.
Megaman:
#255 posted by metlslime on 2009/10/03 04:27:58
i don't know, i just posted here rather than start a new thread, since the topic is "monsters" it seemed fitting.
Monster Texturing
#256 posted by madfox on 2009/10/03 20:05:45
I'm rather conventional so I have a giant apathy against other monsters then the given Quake classics.
I almost gave up playing Quoth because I find them much too hard.
I know it's not fair because they only add a new touch to the brilliant game.
Although I really enjoy making monsters, and my boundless passion for it encounters no end.
Here's an example of Granito, trying to break its blockyness.
Still struggling to get its texture perfeckt disguisable, which is rather a tricky job with all different engines.
http://members.home.nl/gimli/granito.gif
That
looks boss.
Kasicam
#258 posted by madfox on 2009/10/04 21:09:53
I started again on my kascam project.
I would like to have a camera in Quake, that substitute the players sight. So by using an impulse one could see through the camera and inspect the level. By making a stealth walk frame it would be possible to enter places the player couldn't go by its size.
Although its health would be lower than the player.
http://members.home.nl/gimli/kam0casi.gif
Only if is that I'm such a bad script writer.
Hmmm...
#259 posted by generic on 2009/10/05 01:48:02
Isn't that the microphone, Mike, from the movie version of "The Wiz?"
Granito Awakes!
#260 posted by sock on 2009/10/05 11:23:03
@madfox, maybe it is just me but the bottom half of granito looks like it is dry humping a shambler leg or something ... could be the speed of the animation maybe ... umm need another coffee.
Sock
#261 posted by Ankh on 2009/10/05 11:57:11
I had the same impression
Granito Waiting For A Coffeemachine
#262 posted by madfox on 2009/10/05 22:00:39
This monster is construckted on a 64x64 cube in disguise of a wall. So its shape indeed looks rather clumpy. I don't know what you mean with a humping shambler leg, but if you find it looks like a queer sack: true.
As it has the precise angles to have its stand functions excact, it is rather difficult to change this in the other frame animations.
Chance is rather big it distracts the cube allignment, and then it isn't disguised anymore.
Madfox
#263 posted by spy on 2009/10/05 22:05:03
please increase the granito's health
(2000hp? will help), the last time i fought him, it was too easy
#264 posted by necros on 2009/10/05 22:13:24
did we ever discuss the poison headcrab attack mechanic? it's a pretty unique one afaik.
You Have The Composition?
#265 posted by madfox on 2009/10/06 02:11:51
as a matter of fact, won't I be agony scratching my head after playing the level?
spy, that was the testlevel, indeed rather light, but I had to think of ammu. Once down the cavern the player can't get extra.
Headcrab
#266 posted by madfox on 2009/10/06 02:48:45
It would be possible to add frames to the player model with a headcrab on its head.
This one for instance.
http://members.home.nl/gimli/trog.gif
Maybe More Metroid
#267 posted by meTch on 2009/10/07 00:04:54
than headcrab
Headcrab Attack Mechanics
#268 posted by madfox on 2009/10/07 01:34:40
It keeps on my mind...
Could it be possible to add a headcrab.mdl to the player?
So the sight gets weird between slices of yelly and so desorientates.
I know how to add a weapon, I could add a crab to the playermodel.
But for the view of the player?
v_crab.mdl?
Madfox:
#269 posted by metlslime on 2009/10/07 01:58:02
yeah, that would work, but it would replace your gun (maybe that is a good thing, if you're being face-hugged you can't shoot)
Right
#270 posted by madfox on 2009/10/07 21:47:54
but if I would like to shoot all blind, isn't there another way?
I can't code my gun to give damage to myself, which makes the headcrab rather undangerous.
Of course the loss of weapon means damage done by other monsters.
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