ramble ramble

ramble ramble

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oksnoop2
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Joined: 29 Aug 2009, 20:12

ramble ramble

Post by oksnoop2 »

We added in some effects, sounds, and hover transport over the last week or two. So last night we tested it all out. The hover transport turned out to gigantic and slow, though i guess that makes sense, at least to me. It was nice to see some explosions and hear some sounds. Felt like we were playing in the vacuum of space in previous versions.
I've also started working on the wiki. It's not much of anything at the moment but it is a start. I'm really happy with google code as it has the repo and wiki and a ticket system.
If anyone is decent with sound engineering..or just willing to try and has some spare time, some of our sounds desperately need to be leveled. After I clean my house I'll probably make a map or something. Anyway feel free to comment on any of the stuff I've rambled about.
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KaiserJ
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Joined: 08 Sep 2008, 22:59

Re: ramble ramble

Post by KaiserJ »

pm me on the lobby; i reskinned that gunship, and i have (cant remember... a structure of some type i believe) something else that's pretty close to done; totally forgot about it until now, mybad... been working on a ton of different things :/

also i think i mentioned it before but i really feel like a cool gpu shader could possibly add a lot to the models... no idea what, but just thinking of things i've seen already in spring like the shaders for bloom, xray, obama etc have all been pretty cool and might highlight some of the nice geometry
nightcold
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Joined: 03 Dec 2009, 05:47

Re: ramble ramble

Post by nightcold »

well i know how to work a EQ and compressor if that helps....i'll prob be able to level sounds 4 ya, thu i have failed you be4 in terms of helping

also...i'll be getting a decent portable recorder some time in the very near future....i can make some sound fx

i'am far from a pro in a studio (not even close)....but i do have some experience treating field recording/sounds to help enhance my own sound scapes.....also i work at a very slow/unmotivated pace....
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: ramble ramble

Post by oksnoop2 »

N.cold you can look at and download our sound files using our SVN. If you are unfamiliar with SVN, i can help you.
nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

Re: ramble ramble

Post by nightcold »

i have no idea what an SVN is.....need help

also....is their like a specific level of "loudness" you want your sounds to be...i mean an example sound you can give me to scale things by....

also....is there like a huge difference in the actual volume....or your having problems with some parts of the dynamics/some sounds being too big/thick/using too much frequencies...

also, how often can we expect to hear the sounds (specific sounds?)....if too many sounds use-ing too much of the same frequencies overlap....it can turn into a nightmare... thu i don't know how spring evokes sounds in terms of the actual actions happening in the game....
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: ramble ramble

Post by oksnoop2 »

nightcold wrote:i have no idea what an SVN is.....need help

also....is their like a specific level of "loudness" you want your sounds to be...i mean an example sound you can give me to scale things by....

also....is there like a huge difference in the actual volume....or your having problems with some parts of the dynamics/some sounds being too big/thick/using too much frequencies...

also, how often can we expect to hear the sounds (specific sounds?)....if too many sounds use-ing too much of the same frequencies overlap....it can turn into a nightmare... thu i don't know how spring evokes sounds in terms of the actual actions happening in the game....

Well instead of making you learn silly svn i can just upload a zip of the sound files once i get home.

Yeah, Sanada says that this is the ideal sound level: http://code.google.com/p/conflictterra/ ... ne_gun.wav

Well i was just asking for some basic volume control but some of our sounds could use some attention outside of how loud they are. If you feel that you could improve on them then go for it.

As for you last paragraph I don't really know how that is all going to play out overlapping wise. There are sounds that are called for events like explosions, shots fired, shots hit, sounds when you click on stuff and other stuff. I'm not too knowledgeable when it comes to sounds.

I'll send you a link in a pm once i get home.
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: ramble ramble

Post by SanadaUjiosan »

I would not call that an ideal sound, just that of the sounds we hear in the game, it is at a good level of volume.
nightcold
Posts: 179
Joined: 03 Dec 2009, 05:47

Re: ramble ramble

Post by nightcold »

yeah...i noticed

there was a sharp ringing(recording prob or something).....i was able to isolate the ringing at around 2k-4k hz (+bandwidth)...

also....the last paragraph(and even the ones be4 it)...is just me trying to understand what is what..... since I'm doing something for the first time(editing sounds for a game), I'm trying to brainstorm all the factors that might be relevant and move on from there

also how will that sound be used.....will it just be lopped very fast till it gets a feel of a machine gun????or is it for a gun with a slower rps???(reminds me of the the ww1 rifle sounds in the movies)
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: ramble ramble

Post by SanadaUjiosan »

It is the firing sound for a machine gun. It sounds pretty good when a unit is firing.
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