<!--QuoteBegin-DarkHand69+Aug 21 2004, 05:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkHand69 @ Aug 21 2004, 05:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here are a few final audio files:
The first three are unchanged, just in MP3 format: <a href='http://civic-minded.com/albums/TestStuff/1_Welcome.mp3' target='_blank'>Welcome to Training</a> <a href='http://civic-minded.com/albums/TestStuff/2_Waypoints.mp3' target='_blank'>Waypoints</a> <a href='http://civic-minded.com/albums/TestStuff/3_Attention.mp3' target='_blank'>Pay attention</a>
New ones here: <a href='http://civic-minded.com/albums/TestStuff/WrongWay1.mp3' target='_blank'>Wrong Way 1</a> <a href='http://civic-minded.com/albums/TestStuff/WrongWay2.mp3' target='_blank'>Wrong Way 2</a> <a href='http://civic-minded.com/albums/TestStuff/StandBy.mp3' target='_blank'>Stand By</a> <a href='http://civic-minded.com/albums/TestStuff/Powerdown.mp3' target='_blank'>Power Down Sound effect</a> This will make a great sound to play just as the rumbling starts <a href='http://civic-minded.com/albums/TestStuff/DampingOffline.mp3' target='_blank'>Inertial Damping Offline</a>
And here are the first two audio files for the actual holographic presentation. I couldn't decide whether it should sound like the commander is still communicating on the radio or if he should switch to some higher quality speaker system in the presentation room. So I made one with the radio sound and one with the speaker sound. I'll leave it up to you guys too decide what's best. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<a href='http://civic-minded.com/albums/TestStuff/Presentation1.mp3' target='_blank'>Presentation 1</a> <a href='http://civic-minded.com/albums/TestStuff/Presentation2.mp3' target='_blank'>Presentation 2</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Presentation 1 is much better than #2, but make the echo effect not as pronounced and things will be good
right, family hav gone, can finally get back to some mapping...
i definatley prefered presentation 1 as well, culd u now record the descriptions of the aliens and the chambers, one at a time and in the order skulk, gorge, lerk, fade, offense chamber, defense chamber, movement chamber, sensory chamber
also, r multimanagers buggy if u run too much on them, cos at the moment not all the holograms r popping up when they shuld be and i havnt changed the settings since sorcerer sent them to me and i saw them working then
id say 75% but im gonna redo the briefing room completely as it just doesnt fit the rest of the map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
other than that im just waiting on the voice acting, sheenas not replied to me so i dunno wats happened about the weapon descriptions <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<!--QuoteBegin-Ron2K+Aug 25 2004, 09:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Aug 25 2004, 09:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, are you going to use the game's "Proceed to waypoint" sounds? Cos that would make it even more l33t IMHO. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders.
<!--QuoteBegin-DarkHand69+Aug 25 2004, 04:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkHand69 @ Aug 25 2004, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ron2K+Aug 25 2004, 09:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Aug 25 2004, 09:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, are you going to use the game's "Proceed to waypoint" sounds? Cos that would make it even more l33t IMHO. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Good point.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
But that won't be different from what a player experiences in a real NS game. Any commander has a different voice than the "proceed to waypoint" voice.
In fact, I think it would be best to use it. Then the player will recognise the sound/voice when he/she gets a waypoint in a real game of NS, and will hopefully know what to do.
<!--QuoteBegin-DarkHand69+Aug 25 2004, 09:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkHand69 @ Aug 25 2004, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ron2K+Aug 25 2004, 09:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Aug 25 2004, 09:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, are you going to use the game's "Proceed to waypoint" sounds? Cos that would make it even more l33t IMHO. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually your voice isn't _TOO_ different from the voice NS uses, the "Proceed to waypoint." sounds really good but it wouldn't be that confusing from your voice nor would it detract much from the map.
Your voice things don't have to change your voice, but I think the "Proceed to waypoint".wav should still play no matter what.
I like the new one better, but agree wth KFDM. the walls need some work. Maybe some overlay lighting from the somputer consoles.. little glowing sprites... so the walls are not completely dark. Even when computers are off there are little status lights somewhere.
It's still pretty much has the problem with the previous room. The walls are flat and boring although I'm not having any great ideas right now to fix it. Maybe having some pipes coming down from the ceiling feeding into the hologram unit. Have some intresting computer consoles on the walls that actually stick out of the wall like the computer monitors/displays on co_posiedon (sp?) I don't know just do something with that room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Meat_Popsicle+Aug 25 2004, 06:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 25 2004, 06:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dark, any progress with the next bunch of recordings (the alien and chamber descriptions), may as well make it as one mp3 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I just had a bunch of work dumped on me at work, so it looks like I'll have them sometime on the weekend. Do you need some placeholder sounds for scripting purposes till I can get the real ones done?
<!--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-->Such as letting hibame redo it >.< if its too big you should of told me there were hight limitations...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> i didnt kno there wuld be a size limitation until after i built the docking bay, but its supposed to be on a space station and i did tell u to make it much much smaller after i saw the first one, sorry dude but i may as well finish it myself now
<!--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 just had a bunch of work dumped on me at work, so it looks like I'll have them sometime on the weekend<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> that'll be fine, i wanna get it all done by september though
<!--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-->It's still pretty much has the problem with the previous room. The walls are flat and boring<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the walls actually hav a pretty interesting in and out structure around the room, u just cant see it in the screen, and the lights come out of the little holes in the wall, i will add a bit more detail, it was only just a first compile
<!--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-->Maybe some overlay lighting from the somputer consoles.. little glowing sprites<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
like i said, first compile ill add the overlays today
the new briefing room is so much more better than the old one. it certainly seems less plain. but i think what i liked about the old briefing room was that it was a bit brighter
I don't know. I'm still not feeling this room. Something just seems off about it. Maybe I'll try to do a rough sketch in hammer once I get back from my programming concepts class.
I remember something. There was a map in 1.04 (I think Ollj did it) that didn't allow you to build PGs. So something like that could be done to disable buildings what you don't want the player to build?
And be careful with trigger_presence. It seems that: Buldings quickly turn it on, then off. Mines make it permanently on.
<!--QuoteBegin-KungFuDiscoMonkey+Aug 26 2004, 12:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Aug 26 2004, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't know. I'm still not feeling this room. Something just seems off about it. Maybe I'll try to do a rough sketch in hammer once I get back from my programming concepts class. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> hmm, im gonna play around with the blue wall texture but other than that i like it and think ill keep it
It just seems to be sub par compared to most of the other rooms in the map. Also, haveing just flipped through all the screens it seems y'all have two or three different texturing schemes in this map.
this is why i avoided doing the room in the first place, i culdnt really think of a good idea for it
right then, if someone can come up with a better concept (or room) themselves, i'll use itcant really be much bigger than the current one, and its on a space station so those sorta textures only
Tell me what textures you need used, and I'll do it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i had the BEST IDEA! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> add steam on the top of the hologram, and when the holograms start, theres like a white light that goes up and down and then starts to show the hologram.
Comments
The first three are unchanged, just in MP3 format:
<a href='http://civic-minded.com/albums/TestStuff/1_Welcome.mp3' target='_blank'>Welcome to Training</a>
<a href='http://civic-minded.com/albums/TestStuff/2_Waypoints.mp3' target='_blank'>Waypoints</a>
<a href='http://civic-minded.com/albums/TestStuff/3_Attention.mp3' target='_blank'>Pay attention</a>
New ones here:
<a href='http://civic-minded.com/albums/TestStuff/WrongWay1.mp3' target='_blank'>Wrong Way 1</a>
<a href='http://civic-minded.com/albums/TestStuff/WrongWay2.mp3' target='_blank'>Wrong Way 2</a>
<a href='http://civic-minded.com/albums/TestStuff/StandBy.mp3' target='_blank'>Stand By</a>
<a href='http://civic-minded.com/albums/TestStuff/Powerdown.mp3' target='_blank'>Power Down Sound effect</a> This will make a great sound to play just as the rumbling starts
<a href='http://civic-minded.com/albums/TestStuff/DampingOffline.mp3' target='_blank'>Inertial Damping Offline</a>
And here are the first two audio files for the actual holographic presentation. I couldn't decide whether it should sound like the commander is still communicating on the radio or if he should switch to some higher quality speaker system in the presentation room. So I made one with the radio sound and one with the speaker sound. I'll leave it up to you guys too decide what's best. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<a href='http://civic-minded.com/albums/TestStuff/Presentation1.mp3' target='_blank'>Presentation 1</a>
<a href='http://civic-minded.com/albums/TestStuff/Presentation2.mp3' target='_blank'>Presentation 2</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Presentation 1 is much better than #2, but make the echo effect not as pronounced and things will be good
i definatley prefered presentation 1 as well, culd u now record the descriptions of the aliens and the chambers, one at a time and in the order skulk, gorge, lerk, fade, offense chamber, defense chamber, movement chamber, sensory chamber
also, r multimanagers buggy if u run too much on them, cos at the moment not all the holograms r popping up when they shuld be and i havnt changed the settings since sorcerer sent them to me and i saw them working then
/me begins to hand out cookies
Can I ask how much has been done (%?) so far?
other than that im just waiting on the voice acting, sheenas not replied to me so i dunno wats happened about the weapon descriptions <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_19.jpg' border='0' alt='user posted image' />
By the way, are you going to use the game's "Proceed to waypoint" sounds? Cos that would make it even more l33t IMHO.
I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders.
I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Good point.
In fact, I think it would be best to use it. Then the player will recognise the sound/voice when he/she gets a waypoint in a real game of NS, and will hopefully know what to do.
I dunno if those should be used... The players' current commander is the one who gives him waypoints, and the script is written in such a way that Sgt. Edwards (my voice) is in charge and telling the player where to go. Having another voice telling him things at the same time might get confusing. Once they're in the field after training, they'll realize they've got a different commander giving them orders. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually your voice isn't _TOO_ different from the voice NS uses, the "Proceed to waypoint." sounds really good but it wouldn't be that confusing from your voice nor would it detract much from the map.
Your voice things don't have to change your voice, but I think the "Proceed to waypoint".wav should still play no matter what.
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_20.jpg' border='0' alt='user posted image' />
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_21.jpg' border='0' alt='user posted image' />
dark, any progress with the next bunch of recordings (the alien and chamber descriptions), may as well make it as one mp3
Maybe some overlay lighting from the somputer consoles.. little glowing sprites... so the walls are not completely dark. Even when computers are off there are little status lights somewhere.
I just had a bunch of work dumped on me at work, so it looks like I'll have them sometime on the weekend. Do you need some placeholder sounds for scripting purposes till I can get the real ones done?
i didnt kno there wuld be a size limitation until after i built the docking bay, but its supposed to be on a space station and i did tell u to make it much much smaller after i saw the first one, sorry dude but i may as well finish it myself now
<!--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 just had a bunch of work dumped on me at work, so it looks like I'll have them sometime on the weekend<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
that'll be fine, i wanna get it all done by september though
<!--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-->It's still pretty much has the problem with the previous room. The walls are flat and boring<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the walls actually hav a pretty interesting in and out structure around the room, u just cant see it in the screen, and the lights come out of the little holes in the wall, i will add a bit more detail, it was only just a first compile
<!--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-->Maybe some overlay lighting from the somputer consoles.. little glowing sprites<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
like i said, first compile ill add the overlays today
it certainly seems less plain.
but i think what i liked about the old briefing room was that it was a bit brighter
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_22.jpg' border='0' alt='user posted image' />
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_23.jpg' border='0' alt='user posted image' />
And be careful with trigger_presence. It seems that:
Buldings quickly turn it on, then off.
Mines make it permanently on.
hmm, im gonna play around with the blue wall texture but other than that i like it and think ill keep it
right then, if someone can come up with a better concept (or room) themselves, i'll use itcant really be much bigger than the current one, and its on a space station so those sorta textures only