[SUGGESTION] step - sounds - decals - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Suggestion Box (https://forums.xonotic.org/forumdisplay.php?fid=20) +--- Thread: [SUGGESTION] step - sounds - decals (/showthread.php?tid=3366) |
step - sounds - decals - hutty - 08-07-2012 currently there are only 3 sounds for steps ... normal (crete), metal, and nothing ... which makes terrain, snow, creaky wood, goo ... kinda not work ... I suggest that we add custom step sounds to shaders ... so that we can have more fun noises ... While were are at it ... might as well add sounds for moving within the volume of a brush (for underwater, or thick brush, or windyness) Thirdly I would like to have the option for players to leave decals when they step ... this is most useful for footprints in soft materials ... (like snow) I assume that all of these would be set in the shader.... good idea? bad idea? RE: step - sounds - decals - Shadowman84 - 08-08-2012 (08-07-2012, 11:53 PM)hutty Wrote: currently there are only 3 sounds for steps ... normal (crete), metal, and nothing ...We'd need to find a sound engineer willing to GPL his stuff. And probably work for free. Unless we run a fundraiser, like selling Xonotic schwag. RE: step - sounds - decals - hutty - 08-08-2012 im not asking for sounds .... im asking for the ability to play the sounds at the correct times.... there are already places to get gpl/royaltyfree/publicdomain sounds RE: step - sounds - decals - Mr. Bougo - 08-08-2012 Programming-wise, this is a modification that would be done to the engine, not to the game code. It's rather annoying, because step sounds are done in the game code using the DP_TRACE_HITCONTENTSMASK_SURFACEINFO engine extension which offers a limited range of flags for surfaces. Code: float Q3SURFACEFLAG_NODAMAGE = 1; There's not much room for more surfaceflags (5 of them) and I'm not even sure it would be okay with respect to the other games using the DarkPlaces engine to extend this extension with five more surfaceflags. Maybe Q3SURFACEFLAG_CUSTOM1 through 5 could be added, to be set by shaders somehow? I suggest you discuss this with someone more knowledgable about the engine than I am, because I'm just doing guesswork here For water ambient sounds, I'm sure something can be done. I don't think the audio can be filtered (which could be a nice effect), but ambient sounds seem like a possibility. RE: step - sounds - decals - CuBe0wL - 08-08-2012 (08-08-2012, 12:00 AM)Shadowman84 Wrote: We'd need to find a sound engineer willing to GPL his stuff. And probably work for free. Unless we run a fundraiser, like selling Xonotic schwag. http://forums.xonotic.org/member.php?action=profile&uid=3336 RE: step - sounds - decals - Shadowman84 - 08-08-2012 (08-08-2012, 04:04 AM)C.Brutail Wrote:(08-08-2012, 12:00 AM)Shadowman84 Wrote: We'd need to find a sound engineer willing to GPL his stuff. And probably work for free. Unless we run a fundraiser, like selling Xonotic schwag. oh well that's just dandy. I stand by selling schwag though. I want T-shirts! RE: step - sounds - decals - chooksta - 08-08-2012 http://forums.xonotic.org/member.php?action=profile&uid=44 t :^ i could make whatever sounds required, just give me lenght of sample requred and what ya need, then prepare yaself to get it in game. i may not beable to get the exact sound ya need , but im quite sure ill get close. pm me or irc nerd net. t :^ RE: step - sounds - decals - hutty - 08-08-2012 meh ... Looks complicated ... I guess it would be pretty greedy to ask to use up all the surface flags ... but having a grasssteps ... would help ... especially with all the new outdoor vctf maps that are coming in ... step decals would still be possible ... right? edit :: or ... could you make a soundstep surface type ... that looks in the shader file for the sound to play ... then we could have anything ... with only taking up one slot RE: step - sounds - decals - Mr. Bougo - 08-09-2012 I don't think the QC VM has access to shaders, which would be why we have the surfaceinfo extension in the first place. RE: step - sounds - decals - hutty - 08-09-2012 hmm ... maybe there would be a way to do it without messing with the shader file .... maybe a sound-move entity ... that plays a sound only one when a player is in the brush ... and moving ... that would cover both the rustling ... and the step sounds ... (a little more effort to put into the map ... but it still would work) RE: step - sounds - decals - Mr. Bougo - 08-09-2012 Indeed, that might work! But maybe discuss this with devs a little before making a formal feature request. |