#5 posted by the great cornholio on 2019/04/29 00:41:17
great work!
#6 posted by
mankrip on 2019/04/29 03:08:10
This should be a news thread.
#7 posted by
metlslime on 2019/04/29 03:42:16
I’ll see if I can convert it. It ought to be a moderator feature to reclassify threads, but it isn’t.
@sean
It's pretty impressive stuff. I want to know if you dove down deep into samples to clean these up.
I know some of the effects are available in the Sound Ideas Library but certainly not all of them.
Very curious to know your process.
Yes, Mankrip,
I will make this a news thread.
My Process?
I have no way to really explain, but here's what I got:
I used Audacity and Wavosaur. I use Wavosaur for pitchscaling the resampled audio. I save the pitchscaled sound to a subfolder in each folder the base sound comes from. I then put the regular sound and the pitchscaled one into Audacity. I apply a high-pass filter to the pitchscaled one and perform noise reduction with both the built-in tool and RX7 Elements Volume De-Noise tool. (We got it on sale). Some sounds, not many, are voiced over by me... With a high-pass filter. The rest I found from other sources, including Qtest1, Quake 2 and Mindgrid. I am sure that is a good explanation, yes?
My Favorite Samples I Worked On.
I would have to say winch2.wav is my favorite, alongside of the water sounds, player sounds, the zombie, the guns, and the medkey.wav
New Download Link!
I decided to create a bitly link so I can track downloads. Comments have been enabled for the file on Google Drive. Comment away!
bit.ly/seans-better-quality-quake-sounds
Fixed Link.
How Do I Install This?
#14 posted by
Ankh on 2019/04/29 21:32:33
where do I put the pk3 files? Do I have to unpack or rename? Which engines will it work with?
Installation Guide
There are 3 folders in the zip. Just drag those folders into the base Quake directory.
Complain
#16 posted by
ww on 2019/04/29 23:17:45
Some are good but a lot have a nasty hiss. axhit2 and land2 show it up pretty clear.
@ankh
DarkPlaces and FTW uspport pk3s for Fitz based engines unzip the pk3 (they are zip files actually) to the appropriate sound folder.
Ww Complaint Solution
I will make a 22 khz version. I probably just went apeshit with the highs.
@dumptruck_ds
#20 posted by
Tribal on 2019/04/30 04:46:04
Quakespasm-Spiked also supports pk3... i never tested, but it's listed as one of its many core features:
http://triptohell.info/moodles/qss/
@tribal
Yeah QSS is great. Better than Quakespasm by a longshot.
PAK Versions
I have repacked the sounds into Quake PAK format for easier handling in ports like Mark V.
Dropbox link (zip, 34.2 MB):
https://www.dropbox.com/s/i430977tgjnmm9v/quake_hqsounds.zip?dl=0
How to use:
1) Unzip zipfile into your Quake dir
2) Rename the included pakx.pak files in id1/hipnotic/rogue subdirs for proper loading (e.g. if the last pak in your id1 subdir is named pak1.pak, rename pakx.pak to pak2.pak)
3) Load the game and enjoy
Armor
#23 posted by zz on 2019/04/30 11:43:47
PAK Version Not Found
#24 posted by
Barnak on 2019/04/30 12:25:35
The previous download link doesn't work.
@zz And @Barnak
@zz I found the sound from Qtest. But thanks anyway.
@Barnak just get Quakespasm Spiked.
@NightFright Your Link Is 404
#26 posted by
xaGe on 2019/04/30 18:14:41
There is no file in your dropbox link.
@sean
Quakespasm-Spiked works for you, but it breaks demo compatibility (by default anyway). Demos are used often in the mapping community to share feedback. If someone records a demo in Spiked it will only play in Spiked unless specific steps are taken. Those steps BTW make Quakespasm Spiked exactly the same as QS. So what's the point?
There are good reasons people use their source ports of choice. Better to make versions of YOUR content available to others as opposed to forcing a specific version.
Working Link
My apologies, link must have changed when I reuploaded the file.
Proper link:
https://www.dropbox.com/s/gdpfkrhysj5etbd/quake_hqsounds.zip?dl=0
@dumptruck_ds
"cl_nopext 1" should fix that demo issue.