BA: What if SFX replaced with Vocal SFX? - Page 2

BA: What if SFX replaced with Vocal SFX?

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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Re: BA: What if SFX replaced with Vocal SFX?

Post by Cabbage »

Hmm that mod info thingie? shows buildtrees, unit damages etc.. dunno about sounds though, im about to go out and get completely smashed so will have a look on monday :P
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: BA: What if SFX replaced with Vocal SFX?

Post by rattle »

None of the units belched... why?
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: BA: What if SFX replaced with Vocal SFX?

Post by [Krogoth86] »

Pendrokar wrote: Well then we need to ask Noize about how can I know all the sounds that BA uses. It was hard for me to find which explosion sound gator used or the com(BA uses OTAcontent sounds so it would be hard for players who always would need to switch the archives!)!
Well that's piece of cake...
The Sounds.tdf in gamedata lists up every sound class used by units and the name of each sound data. The sounds of the explosions can be found in the weapons.tdf in the weapons folder as the explosions are made by triggered weapons. You'll find the unit explosions at the very beginning (although I don't know if one or two will come later put in between the actual weapon definitions)...

EDIT:
I could help doing this too... :wink:
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: BA: What if SFX replaced with Vocal SFX?

Post by Pendrokar »

[Krogoth86] wrote:
Pendrokar wrote: Well then we need to ask Noize about how can I know all the sounds that BA uses. It was hard for me to find which explosion sound gator used or the com(BA uses OTAcontent sounds so it would be hard for players who always would need to switch the archives!)!
Well that's piece of cake...
The Sounds.tdf in gamedata lists up every sound class used by units and the name of each sound data. The sounds of the explosions can be found in the weapons.tdf in the weapons folder as the explosions are made by triggered weapons. You'll find the unit explosions at the very beginning (although I don't know if one or two will come later put in between the actual weapon definitions)...

EDIT:
I could help doing this too... :wink:
Thx much appreciated!!
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: BA: What if SFX replaced with Vocal SFX?

Post by smoth »

BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: BA: What if SFX replaced with Vocal SFX?

Post by Tobi »

Removed some O's from your post to unbreak the forum ;-)
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Re: BA: What if SFX replaced with Vocal SFX?

Post by BlackLiger »

anyone remember OTA's +sing command? ^_^
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: BA: What if SFX replaced with Vocal SFX?

Post by SinbadEV »

BlackLiger wrote:anyone remember OTA's +sing command? ^_^
I remember being able to set the language to pig-latin.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: BA: What if SFX replaced with Vocal SFX?

Post by REVENGE »

Like I said, the entire funny tank / Ducky of Death part of EXTA trailer should be a real mod.
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