<b>sporty</b>: Thanks for the feedback! Without it my sound packs could never get better.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-no fire in the hole! anything but that<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> What exactly bugs you about that one?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-the cc interface sounds should be all of one type, either marine voice or computer voice, not mixed. the ekg sounds in "soldier lost" and "needs medpack" are a really cool addition :)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually I was sort of thinking the same thing. See, I originally wanted to replace all the cc interface sounds with marine voices, but there's no way a marine could possibly be aware of some events (like "upgrade complete" and "sentry firing"). In my last beta I had some Marine voices for "soldier needs ammo/health/orders" and "soldier lost".
What would you think about this: Marine voices for things marine-related, and original cc voice for upgrades, turrets, etc?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i still dont like it, to me it sounds more like a heavy medieval knights armor than a futuristic "maximum protection at minimal weight" armor :/<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You are quite perceptive. That is plate mail foley extracted from a PC game. I thought it was close enough :(
fire in the hole: hmm, it does nothing but give the aliens who uses this soundpack and extra warning...its not needed. what bugs me is that cs springs instantly to my mind with that phrase <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> cc interface: yeah, by requesting meds/ammo/orders, the marines do actually radio that request, so maybe thats what the comm should hear, a radio transmission of the marine requesting stuff. buildings under attack, soldiers under attack, cc startup, goto alert may remain in computer voice i think. soldier lost too, it adds atmosphere <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> i think that idea of yours is pretty good, having this static ambience with the computer assistants voice and from time to time incoming requests radioed from the marines in the field.
the death screams are quite good for killed heavies i think, unfortunately theres no ha_die sound... :/
Very nice pack as always <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->buildings under attack, soldiers under attack, cc startup, goto alert may remain in computer voice i think. soldier lost too, it adds atmosphere <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i think i disagree with you there. i think for soliders under attack and solider lost it should be marine radio messages still, along the lines of a marine screaming we're under attack at you and of course: Man down! Man down! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I've been using this pack for a while but there is just one thing I don't like. When you are commanding and a rine gets attacked it simply says "Commander, we are under attack" in a pretty calm voice.
<b>sporty</b>: Okay, I've updated my death impact sounds to be less metal-clanky and more metal-thumpy, if that makes any sense.
<b>Rhodri2311</b>: The tricky thing about the "We're under attack" sound is this: There's only one sound for that event, so whatever I make it, that's the only sound the commander will ever hear. Gotta keep it sort of generic.
I've got an unused take of me screaming "I'm hit!" so maybe I should use that there...?
<b>Delarosa:</b> As always, thanks for the mirror.
If you've tried this pack, please keep the feedback coming!
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
OMG OMG, That ejection sound is TEH winnar <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
After a few mins the marine pain and marine deaths are really reptitive and stand out like a skulk dancing. Ima go back to my sounds. Oh and the fall pain i happen to really think sounds dodgy. I do like the fire in the hold tho - nice signal for aliens to attack.
Only one thing to bug you with, the marine yells "Fire in the hole!" when he primes the nade, then shouts once again when throwing it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin-sporty+May 20 2004, 05:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sporty @ May 20 2004, 05:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so maybe thats what the comm should hear, a radio transmission of the marine requesting stuff. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I think your current ammo, med and orders requests would be amazing for the CC side versions if they were patched with static.
As for that unused "I'm hit!" sound, I think replacing your marine_soldierunderattack with it would work out, it plays when somone's actually been bitten, not if aliens are coming for them. But as not to make that one unused you could set it as a replacment for NS's baseunderattack.
I'm not liking the ccunderattack set, especially 2, it just sounds cheesy when it generally gets played because of a skulk that slipped in.
Just my feedback, but more so I'd really like to applaud you for managing to bring atmosphere back into NS.
Okay, I just uploaded ver 3.1 & updated the top post with the changelog.
Now, it's time for some typing!
<b>dodgyman_00</b>:
Give these new pain/death sounds a try. What did you find that "stands out" about them? And can you be more specific about the fallpain sound?
<b>Tresth</b>:
Yeah, I noticed that it repeats, too. My current theory is that it's a bug in NS. I think that when you throw a grenade, NS plays grenade_prime again instead of playing grenade_throw. I'm not sure why. Hopefully the next beta will fix it. If anyone knows for sure why, please let me know.
<b>Zz`Gashi</b>
Thanks for the feedback! Try the latest version (3.1), as it incorporates some of those ideas. I also agree about the CC under attack sounds, but I'm not sure what sort of line would go well there.
Either way, it looks like I'm gong to have to record more takes. BTW, soldier_lost2 is a placeholder/easter egg until I can record some more.
Comments
Thanks for the feedback! Without it my sound packs could never get better.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-no fire in the hole! anything but that<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What exactly bugs you about that one?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-the cc interface sounds should be all of one type, either marine voice or computer voice, not mixed. the ekg sounds in "soldier lost" and "needs medpack" are a really cool addition :)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually I was sort of thinking the same thing. See, I originally wanted to replace all the cc interface sounds with marine voices, but there's no way a marine could possibly be aware of some events (like "upgrade complete" and "sentry firing"). In my last beta I had some Marine voices for "soldier needs ammo/health/orders" and "soldier lost".
What would you think about this: Marine voices for things marine-related, and original cc voice for upgrades, turrets, etc?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i still dont like it, to me it sounds more like a heavy medieval knights armor than a futuristic "maximum protection at minimal weight" armor :/<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You are quite perceptive. That is plate mail foley extracted from a PC game. I thought it was close enough :(
hmm, it does nothing but give the aliens who uses this soundpack and extra warning...its not needed. what bugs me is that cs springs instantly to my mind with that phrase <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
cc interface:
yeah, by requesting meds/ammo/orders, the marines do actually radio that request, so maybe thats what the comm should hear, a radio transmission of the marine requesting stuff. buildings under attack, soldiers under attack, cc startup, goto alert may remain in computer voice i think. soldier lost too, it adds atmosphere <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
i think that idea of yours is pretty good, having this static ambience with the computer assistants voice and from time to time incoming requests radioed from the marines in the field.
the death screams are quite good for killed heavies i think, unfortunately theres no ha_die sound... :/
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->buildings under attack, soldiers under attack, cc startup, goto alert may remain in computer voice i think. soldier lost too, it adds atmosphere
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i think i disagree with you there. i think for soliders under attack and solider lost it should be marine radio messages still, along the lines of a marine screaming we're under attack at you and of course: Man down! Man down! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Rhodri
<b>sporty</b>:
Okay, I've updated my death impact sounds to be less metal-clanky and more metal-thumpy, if that makes any sense.
<b>Rhodri2311</b>:
The tricky thing about the "We're under attack" sound is this: There's only one sound for that event, so whatever I make it, that's the only sound the commander will ever hear. Gotta keep it sort of generic.
I've got an unused take of me screaming "I'm hit!" so maybe I should use that there...?
<b>Delarosa:</b>
As always, thanks for the mirror.
If you've tried this pack, please keep the feedback coming!
I think your current ammo, med and orders requests would be amazing for the CC side versions if they were patched with static.
As for that unused "I'm hit!" sound, I think replacing your marine_soldierunderattack with it would work out, it plays when somone's actually been bitten, not if aliens are coming for them.
But as not to make that one unused you could set it as a replacment for NS's baseunderattack.
I'm not liking the ccunderattack set, especially 2, it just sounds cheesy when it generally gets played because of a skulk that slipped in.
Just my feedback, but more so I'd really like to applaud you for managing to bring atmosphere back into NS.
Now, it's time for some typing!
<b>dodgyman_00</b>:
Give these new pain/death sounds a try. What did you find that "stands out" about them? And can you be more specific about the fallpain sound?
<b>Tresth</b>:
Yeah, I noticed that it repeats, too. My current theory is that it's a bug in NS. I think that when you throw a grenade, NS plays grenade_prime again instead of playing grenade_throw. I'm not sure why. Hopefully the next beta will fix it. If anyone knows for sure why, please let me know.
<b>Zz`Gashi</b>
Thanks for the feedback! Try the latest version (3.1), as it incorporates some of those ideas. I also agree about the CC under attack sounds, but I'm not sure what sort of line would go well there.
Either way, it looks like I'm gong to have to record more takes. BTW, soldier_lost2 is a placeholder/easter egg until I can record some more.
As always, let me know what you think!