[mwip] Distant Sounds For Models

Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
edited June 2003 in NS Customization
<div class="IPBDescription">Something a little new...</div> Hello, this is my first official contrabution to the NS community, and as such I'm trying to make it my best. This little idea here is a little something borrowed from DoD that was cooked up by the "Models, Skins and Animations" custom guys on the DoD forums. Now explaining all this might take awhile and I just woke up, so grab a cup of coco and strap in.

Okay, first off, what the heck am I talking about in my topic title. Well, what I am basically laying out here is the ability to a degree, here gunfire off in the distance from your teammates etc. Here a pitched battle around the corner or up in the vents as a HMG rips into a pack of skulks. Thats the basis. Now some background about this concept.

First off, we all know the HL engine is quite dated, yet we still manage to pull out so much innovative little tricks to keep it alive. Well, by now one of the things that we should all know about is it's pitifully short area the engine uses to send out gunfire sounds etc. You have to be in this small area to hear the sounds of someone else shooting, or you hear nothing. Now the developers of a mod can easily boost this area larger, heck they could make that area stretch from one team's spawn to the next. But this would create mucho lag. As it is, each player has an area around him where he sends out sounds he makes. Anyone within this area receives sounds played by that first person and hears it on his/her comp. Now comes the obviosu part. If EVERYONE's area of sound was extended to the far reaches of a map, what happens when EVERYONE deciedes to fire at once? Every single person would be sending out the signal that a sound has been fired to EVERYONE and receiving a signal that a sound has been fired from EVERYONE. Not very good on the old server, or your own comp for that matter. Soooooo..... that leaves us with the seemingly 20 feet or less area of sound left in almost all mods. Now on to the concept at hand.

On the DoD forums, doing the roaring days of Beta 3.1, while we waited for the much anticipated, highly salviated over 1.0 version the "Models, Skins and Animations" community was forced to go great lengths to keep us sane during the loooong hiatus. Many genius things implemented included creating our own 3rd person muzzleflashes on player models, many many custom animations to elaborate upon standard models, and one of the most noticeable in the last days of 3.1, the ability to hear gunfire from far away, or "distant sounds." Now we get into the nitty gritty. Essentially, a few in the MSA community found a way to use a little "bug" that has been well known about for .qc editing for awhile now to our advantage. Now for all concerned, .qc file editing means you modify the little typed up file that is deep within the recesses of a compiled model and basically orders it what to do and how to become a model. This "bug" concerns the oh so lovely Event 5004 line that has proved to be basically useless. If you don't know, Event 5004 is basically the event that if placed in a model correctly, tells it to play a sound at whenever you designate. The only problem, Event 5004 plays sounds in the 1st person perspective, or it'll always sound like it's right next to your ears. ALWAYS. No matter the distance, a player model that is suppose to have a coughing sound will always sound like he's coughing in your ear, be he right next to your or all the way on the other side of the map. Bad, very bad. However, there is the much sought after Event 1004 to save the day! Event 1004 plays sounds in the worldly perspective, or in other words properly fades a sound for distance and such! Yay we've got a winner! Except...despite the SDK files from Valve... Event 1004 doesn't....exist. Oh, their bad. Apparently they sorta forgot to implement it in... Which leaves us back at step one of .qc file editing. Which leaves us to the gradual build up of the concept.

Some members in the community finally figured a use for the useless Event 5004. After others attached it to the various "idle" animations of a player model in DoD, including coughing, scratching, etc., and seeing how it played these sounds at the same volume no matter the distance from the person, an idea was borne. Attach the event to the weapon firing animations of the .qc file and have them play the weapon sound. Or better yet, have them play a quieter version of the sound. So when someone fires their M-1 Garand off in the distance, you hear a quiter pop of the sound, and it gives it the illusion of hearing the sound from far off! The concept was immediately implemented in many models, and when DoD 1.0 retail came out, I took it upon myself to revive it and update it for 1.0 (Took a slightly different method with the new re-vamps) The only bad part about this, is that you can only hear the sounds from models that are rendered. In other words, the person who is firing needs to be in YOUR general eyesight, or in the COMPUTER's general eyesight. (i.e. around the corner, forcing the comp to render him/her) Now this windy trip down memory lane crash-lands here in the NS community, and wth this all means to you.

I thought about the idea and figured I could implement it into NS for the Marine's weapons. Well, lo and behold I could. A quick fix and it's all good. No more crawling up the corridor as a Skulk, have a Marine pop up down the corridor and suddenly be rained upon by silent bullets, only to hear the richocets. Now you can actually hear him hammering into you with that LMG. As such, this is an incrediably small .qc file fix, so I'll post the edited .qc files here and the default weapon sounds re-vamped to fit the "distant" bill. Now I know that many of you may not even know WTH .qc files are let alone decompile to get them, let alone recompile to use them, and I really don't want to get into it now. So right now this fix will really go appreciated by those who can use it, as I have nowhere to upload the actual player models for d/l. So this is sorta a halfway release of sorts, if anyone can please help me to host then I'll put up a full release thread. Also, again this is for the default Marine models and default sounds, if anyone wishes to modify their own custom models/sounds, then I will be more than happy to accamodate, my AIM name is PrecisionGarand, catch me online and I'll whip these up for you quick. Oh yes, also a note on the sounds, they go into your Natural Seletion folder, sounds, and then CREATE a new folder called "distant" and drop them in there. Sorry for the incompleteness, if and when someone is kind enough to host, a full zip will be ready. So to make sure, your directory for the sonds should be "ns\sound\distant" Ah yes... and the credits...

Full credit goes to "The Podunkian" from the DoD message boards..your idea dude...allll you.....
And to the NS Dev Team for the default player models and sounds.

Enjoy...expect a little experiment on modifying muzzleflashes to be more 3D soon...

Comments

  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    Soldier .qc file, if you have default player models feel free to compile this in.
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    Heavy .qc file, same deal as above.
  • DocterJDocterJ Join Date: 2003-04-09 Member: 15357Members
    edited June 2003
    Very, very interesting. It was a bit long, and im a bit lost but i get most of the idea. Hope this goes through. GL man.

    edit woops i didnt see the release. post too quick.

    edit read it again. Got it now.... So all i have to do recompile the models with the new .qc's and replace the models?
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    And incase your running custom models and know how to edit .qc files, give this a shot. This is ONLY the animation portion of the .qc file, so you should be able to copy/paste this over the animation portion. Not sure if this is guratanteed to work yet...
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    nice stuff <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    edited June 2003
    Aaand the sounds. Just drop this folder in your "ns\sound\distant" folder. You need to create the distant folder now... These are for default now. This is for the HMG.
    HMG.zip 35.8K
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    And shotty. Love the bass...
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    To DoctorJ, yeah all you have to do is recompile the models and drop them back in. You ALSO need to include the sounds I just posted, make sure they go into a folder, using the directory "ns\sound\distant" now...
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    edited June 2003
    Looks like you got a head start on us with the old man rambling. You're already quite proficient at it.

    So I went to the grocery store and there I met Bill, Bill is a stubborn chap. This one time he wouldn't hop off his chair, and I told him to hop off. That was a nice chair, he bought it from Ikea...Where was I, oh yeah...
  • DocterJDocterJ Join Date: 2003-04-09 Member: 15357Members
    hahahahahahahhahahhahahahhahhahaha <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SidSid Corwid of the Free Join Date: 2003-01-28 Member: 12903Members, Constellation
    Woah... I'm... shocked. This is awesome... now only if it wasn't so confusing... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Good job, man! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    -Sid
  • aZn_XjaZn_Xj Join Date: 2003-05-29 Member: 16817Members
    too lazy to read that essay <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Crm_GreyCrm_Grey Join Date: 2003-01-05 Member: 11890Members
    dunno wots this is about <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    could be bothered reading 3500words
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    Anyone care to post recompiled copies of the models? I was able to recompile the heavy, but got errors recompiling the light marine.
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    I'm more than willing to post the compiled defaults and do any work for customs, just I dont have any host. If someone will host, or if you want, hop on AIM and I'll do it for you. SN is again, PrecisionGarand.
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    Some admin <b><i><u>HAS</u></i></b> to web this
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    I got it working, and it doesn't seem to work right. I only seem to hear the sounds if I am within 5-10m of the attacker. And then, it plays both the default attack sound, and the addon attack sound. This causes the sound to blare out and sound bad.
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    Hmm...intresting. Well, again it only plays if the model is rendered, and given the layout of NS maps, it maybe that since it's tight windy corridors, by the time your in "rendering view" of a model, your already too close to make a difference. And the sounds are meant to overlap, thats why the distant sound is softer, so the standard sound overpowers it close up. The blending problem you seem to have is different though...some people seem to have got it for DoD, and some don't...I think it was mostly system setups, more specifically sound cards. Running anything special?
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    Sound Blaster Audigy, and EAX enabled in-game.

    Maybe that has something to do with it?
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    Maybe, it was found for DoD that alot of people who actually have good soundcards like that tend to get problems with this. Whereas, the people like me who run on the on-board sound card have no problems... Really really weird...
  • MalambisBZMalambisBZ Join Date: 2002-11-21 Member: 9559Members
    <!--QuoteBegin--Crm.Grey+Jun 12 2003, 07:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crm.Grey @ Jun 12 2003, 07:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dunno wots this is about <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    could be bothered reading 3500words <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So why post? No one cares if you were too lazy to read it, keep it to your self.
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    edited June 2003
    Hivemind we need a gorge!STANT!To Web this topic
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    Maybe it is the EAX, since it would cause Half-Life to process sound differently than normal.

    Worth a try, at least.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    If you have EAX this won't sound very good anyway, people with surround sound are used to hearing the differences in direction, therefore they could tell that it was coming from all around them (or just infront of them like the standard weapon firing sounds), Anyway I thought you could increase the distance at which u heard other people firing anyway? (I know ns sends decal information about the entire map as i have my decal limit set to 30000 and I can go somewhere I havn't been for this game and there will be bullet holes and blood there.
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> How I Change My Decal Limit?I want have battle marks everywhere too
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    You wait till I release my pack <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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