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Author |
Thread Statistics | Show CCP posts - 218 post(s) |
Maximus Aerelius
PROPHET OF ENIGMA
1013
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Posted - 2013.11.25 16:11:00 -
[271] - Quote
Alvatore DiMarco wrote:CCP WhiteNoiseTrash wrote: I don't know what sound you are hearing which sounds like gear, but that isn't exactly that sound :D there must be other things going on for it sound like gear, as the AB is "just" some tweaked fire sounds and bursts.
I know what he's talking about and I can confirm that when an AB is active, you can hear some kind of high-pitched whistle noise. It might sound like gears or metal grinding to some. It could also be part of these "tweaked fire sounds" you mentioned. There's one sustained "burst" noise at what I assume is the beginning of the sound loop and the noises in question start maybe 5 or 10 seconds after that. Right after the burning fire noise starts. The whole thing sounds fine to me, but I wanted to point it out a little better.
That's a better way to describe it, I have to zoom out at that point. The first part of the cycle is like a space shuttles booster rockets kicking in on a launchpad sort off "all roary and thrusty" and then about 2/3 into the cycle the "high pitched whistle noise" kicks in. Not sure if that actually helps any and not sure if it just my hearing but I'll still try it on my laptop and see if I get the same shrill noise after 2/3 of the cycle. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Sven Viko VIkolander
Moira. Villore Accords
116
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Posted - 2013.11.25 20:46:00 -
[272] - Quote
Engine sounds in general are too loud. I don't get why every update to EVE sound has to add high-pitched tinny noises. Add some bass for once. I made the same complaints the last time sound got updated. If my engines make noise, they should sound bad @ss, like BBOOOOOOMMMMMMOTHERFFFFFF....not like "vvvviiiiiiiiiiirrrrrmmmmmmm" headache-causing squeaks. Just like my guns, etc.
The new low sec music, as well as ghost site tracks, are awesome though.
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Sedrie
Apple Industries Inc. Surely You're Joking
24
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Posted - 2013.11.25 21:05:00 -
[273] - Quote
CCP WhiteNoiseTrash wrote: The wormhole sound will be tweaked for sure. It's first thing on my to do list when I am fully back and have the room to implement. and no worries, distance from the hole will be tweaked, you might not hear it all over the grid, but you should be able to hear it from pretty far away.
Thanks for the response.
I played around with this some more last night, and the results were not favorable at all. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
381
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Posted - 2013.11.26 21:01:00 -
[274] - Quote
Sedrie wrote:CCP WhiteNoiseTrash wrote: The wormhole sound will be tweaked for sure. It's first thing on my to do list when I am fully back and have the room to implement. and no worries, distance from the hole will be tweaked, you might not hear it all over the grid, but you should be able to hear it from pretty far away.
Thanks for the response. I played around with this some more last night, and the results were not favorable at all.
now hold on hold on . :D
I just got back to the office, so if you where waiting up late for something to happen since the last post, I'm sorry to have wasted your time ;)
I was away for a few days, but now I'm back and we have scheduled some patching.
I must make it very clear, not just to you, but to all of you -that most of these bugs came seriously out of nowhere, they weren't present on SISI or in our internal environment.
It shouldn't be possible for two sounds, sharing 3D location and the same cone attenuation, to have different directions of attenuation - for example.
Wormholes, something just went wrong - somewhere in the deployment process when going to TQ - we have no idea what it was.
the MWD. oh don't get me started on those.
And sounds lacking bass. well. . I agree, there isn't much bass in EVE, but it's a common problem when working in this type of environment - to preserve a certain "mix" - one must control the bass, and that leaves a huge problem when leaving in bass. But I shall find a way to add bass for ya'll.
Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Bubanni
ElitistOps Pandemic Legion
810
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Posted - 2013.11.26 22:39:00 -
[275] - Quote
I will note that I think the new sounds when zoomed in are slightly annoying, im talking about the speed... when accelerating and deaccelerating, turning mwd on and off... it's very static and not dynamic at all... if it was depending how fast your ship was going of it's max speed, then it might be more interresting... but as it is now... it simply plays the same sound, when you zoom in and out on your ship. Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Maximus Aerelius
PROPHET OF ENIGMA
1015
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Posted - 2013.11.27 00:46:00 -
[276] - Quote
CCP WhiteNoiseTrash wrote:Sedrie wrote:CCP WhiteNoiseTrash wrote: The wormhole sound will be tweaked for sure. It's first thing on my to do list when I am fully back and have the room to implement. and no worries, distance from the hole will be tweaked, you might not hear it all over the grid, but you should be able to hear it from pretty far away.
Thanks for the response. I played around with this some more last night, and the results were not favorable at all. now hold on hold on . :D I just got back to the office, so if you where waiting up late for something to happen since the last post, I'm sorry to have wasted your time ;) I was away for a few days, but now I'm back and we have scheduled some patching. I must make it very clear, not just to you, but to all of you -that most of these bugs came seriously out of nowhere, they weren't present on SISI or in our internal environment. It shouldn't be possible for two sounds, sharing 3D location and the same cone attenuation, to have different directions of attenuation - for example. Wormholes, something just went wrong - somewhere in the deployment process when going to TQ - we have no idea what it was. the MWD. oh don't get me started on those. And sounds lacking bass. well. . I agree, there isn't much bass in EVE, but it's a common problem when working in this type of environment - to preserve a certain "mix" - one must control the bass, and that leaves a huge problem when leaving in bass. But I shall find a way to add bass for ya'll.
I like the cut of your jib Mr CCP WhiteNoiseTrash.
Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
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CCP WhiteNoiseTrash
C C P C C P Alliance
384
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Posted - 2013.11.27 11:18:00 -
[277] - Quote
Bubanni wrote:I will note that I think the new sounds when zoomed in are slightly annoying, im talking about the speed... when accelerating and deaccelerating, turning mwd on and off... it's very static and not dynamic at all... if it was depending how fast your ship was going of it's max speed, then it might be more interresting... but as it is now... it simply plays the same sound, when you zoom in and out on your ship.
what do you mean? the sounds of the ship and the boosters, are the same as they always were for the past many expansions and nothing was changed there. ?
and they do change with the speed of the ship. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Maximus Aerelius
PROPHET OF ENIGMA
1015
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Posted - 2013.11.27 11:47:00 -
[278] - Quote
CCP WhiteNoiseTrash wrote:Bubanni wrote:I will note that I think the new sounds when zoomed in are slightly annoying, im talking about the speed... when accelerating and deaccelerating, turning mwd on and off... it's very static and not dynamic at all... if it was depending how fast your ship was going of it's max speed, then it might be more interresting... but as it is now... it simply plays the same sound, when you zoom in and out on your ship. what do you mean? the sounds of the ship and the boosters, are the same as they always were for the past many expansions and nothing was changed there. ? and they do change with the speed of the ship.
Confirming they do change with the speed of the ship and cut out at a complete stop alla 0m\s Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Pu de Kat
Nexus Privateers The Barking Nexus Chommy Alliance
0
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Posted - 2013.11.27 12:36:00 -
[279] - Quote
Good Morning guys, Im trying this work around until/if they get this fixed: one client my wormhole miner mining with all the sound turned off. The other client cloaky 30 km from WH exit with sound maxed. We'll see if that helps detect intruders. |
Bubanni
ElitistOps Pandemic Legion
810
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Posted - 2013.11.27 15:41:00 -
[280] - Quote
CCP WhiteNoiseTrash wrote:Bubanni wrote:I will note that I think the new sounds when zoomed in are slightly annoying, im talking about the speed... when accelerating and deaccelerating, turning mwd on and off... it's very static and not dynamic at all... if it was depending how fast your ship was going of it's max speed, then it might be more interresting... but as it is now... it simply plays the same sound, when you zoom in and out on your ship. what do you mean? the sounds of the ship and the boosters, are the same as they always were for the past many expansions and nothing was changed there. ? and they do change with the speed of the ship. Hmm strange, maybe my client broke then, will fraps it in a little to show it to you
Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
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Lil' Brudder Too
Pistols for Pandas
2
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Posted - 2013.11.27 17:21:00 -
[281] - Quote
CCP WhiteNoiseTrash wrote:That's the thing. ;) it worked on SISI and on our internal server. the second it went live on TQ - something odd happened. Ever think that *maybe* you need to adjust SiSi or your internal to be more like TQ so that this thing doesn't happen....every...single...patch.
Also...
Lil' Brudder Too wrote:Things like the new (awful) MWD and afterburner sounds seem bugged...when someone on grid runs them, the sound will continue to play when you are offgrid from the source (and seem to get MUCH louder whilest doing so). (With the new cepter warp speed, i'm still hearing the MWD sounds from the guys at the undock/gate...after i've already exited my warp to the next gate.
Also they seem to get 'paused' when going through a gate, then continue on the other side. Also, this sound seems to not have any 'distance reduction' in volume when others are doing it. It seems to be my camera's proximity to my own ship, not my ships proximity to the source, that determines volume.
Also, stop resetting my friggin camera!!!! |
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CCP WhiteNoiseTrash
C C P C C P Alliance
384
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Posted - 2013.11.27 18:43:00 -
[282] - Quote
Lil' Brudder Too wrote:CCP WhiteNoiseTrash wrote:That's the thing. ;) it worked on SISI and on our internal server. the second it went live on TQ - something odd happened. Ever think that *maybe* you need to adjust SiSi or your internal to be more like TQ so that this thing doesn't happen....every...single...patch. Also... Lil' Brudder Too wrote:Things like the new (awful) MWD and afterburner sounds seem bugged...when someone on grid runs them, the sound will continue to play when you are offgrid from the source (and seem to get MUCH louder whilest doing so). (With the new cepter warp speed, i'm still hearing the MWD sounds from the guys at the undock/gate...after i've already exited my warp to the next gate.
Also they seem to get 'paused' when going through a gate, then continue on the other side. Also, this sound seems to not have any 'distance reduction' in volume when others are doing it. It seems to be my camera's proximity to my own ship, not my ships proximity to the source, that determines volume.
Also, stop resetting my friggin camera!!!!
Did you ever think about, that telling that to the audio guy has no effect at all since he can't do anything about exactly that? Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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CCP WhiteNoiseTrash
C C P C C P Alliance
384
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Posted - 2013.11.27 18:44:00 -
[283] - Quote
Pu de Kat wrote:Good Morning guys, Im trying this work around until/if they get this fixed: one client my wormhole miner mining with all the sound turned off. The other client cloaky 30 km from WH exit with sound maxed. We'll see if that helps detect intruders.
if you are 30km from the wormhole, you should hear a dark thud when someone goes through the hole. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Pu de Kat
Nexus Privateers The Barking Nexus Chommy Alliance
0
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Posted - 2013.11.27 22:22:00 -
[284] - Quote
Still - I miss the old wormhole entry sound. Much harder to watch us Football while mining as the sound is now pretty subtle.Mining is boring enough without making it stressful. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
387
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Posted - 2013.11.27 23:31:00 -
[285] - Quote
Pu de Kat wrote:Still - I miss the old wormhole entry sound. Much harder to watch us Football while mining as the sound is now pretty subtle.Mining is boring enough without making it stressful.
I totally agree. Yet I remember a pretty big fuzz for the last expansion, because I changed the actual sound of the WH jump :D
But I am putting something similar back. Yet it was a bug that you could hear it this far away, the way you could - so many players seem to use it to their advantage and information about what is going on, that I cannot just remove and have no intention of breaking it.
So I'll come up with something similar.
after all . I do mine in wormholes myself ;) Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1220
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Posted - 2013.11.27 23:49:00 -
[286] - Quote
CCP WNT, any update on your supervisor or whoever allowing/disallowing you to mess around with the Bastion sounds? I know there's no way a sound could be modified and remixed and sent out to SiSi so quickly, but I'm curious on if the idea to touch them at all was given approval or not. |
Tul Breetai
Impromptu Asset Requisition Insurance Fraud.
371
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Posted - 2013.11.28 15:00:00 -
[287] - Quote
CCP WhiteNoiseTrash wrote:Pu de Kat wrote:Good Morning guys, Im trying this work around until/if they get this fixed: one client my wormhole miner mining with all the sound turned off. The other client cloaky 30 km from WH exit with sound maxed. We'll see if that helps detect intruders. if you are 30km from the wormhole, you should hear a dark thud when someone goes through the hole. Confirming this is audible and kinda cool, it was difficult to get used to at first but once spending hours camping a wh while dozing, I'm back to the old routine of waking up everytime I hear it! Of course, it's harder to discern, ESPECIALLY WITH THE VVVVVRRRROOOOOOOOOOOMVVVROOOOM VRRRRRRRRRROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM, and honestly, when my very existence depends on camping a wh for hours at times, it's not op to be able to consistently hear the sound while multitasking.
I like that it differentiates between entering and exiting, but it's an annoying complexity, not the cool kind like small turrets named "Medium Pulse Lasers" -.- There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
388
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Posted - 2013.11.28 23:35:00 -
[288] - Quote
Alvatore DiMarco wrote:CCP WNT, any update on your supervisor or whoever allowing/disallowing you to mess around with the Bastion sounds? I know there's no way a sound could be modified and remixed and sent out to SiSi so quickly, but I'm curious on if the idea to touch them at all was given approval or not.
That part does not need as much approval as much as so many other things. I have just been extremely busy fixing all the bugs - that appeared out of thin air - that I haven't been able to touch on this yet. sorry. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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CCP WhiteNoiseTrash
C C P C C P Alliance
388
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Posted - 2013.11.28 23:38:00 -
[289] - Quote
Tul Breetai wrote:CCP WhiteNoiseTrash wrote:Pu de Kat wrote:Good Morning guys, Im trying this work around until/if they get this fixed: one client my wormhole miner mining with all the sound turned off. The other client cloaky 30 km from WH exit with sound maxed. We'll see if that helps detect intruders. if you are 30km from the wormhole, you should hear a dark thud when someone goes through the hole. Confirming this is audible and kinda cool, it was difficult to get used to at first but once spending hours camping a wh while dozing, I'm back to the old routine of waking up everytime I hear it! Of course, it's harder to discern, ESPECIALLY WITH THE VVVVVRRRROOOOOOOOOOOMVVVROOOOM VRRRRRRRRRROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM, and honestly, when my very existence depends on camping a wh for hours at times, it's not op to be able to consistently hear the sound while multitasking. I like that it differentiates between entering and exiting, but it's an annoying complexity, not the cool kind like small turrets named "Medium Pulse Lasers" -.-
small turrets named medium ???
I changed some stuff on the wormhole, so it's more audible further away and easier to hear in many cases. but the sound won't be the same as it used to be, because that is the sound of "you" going through. It will only be the booming sound and so on, when someone goes through, so you will have to know your sounds - but shouldn't be too hard to differentiate between them all to know that someone just went through. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
1246
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Posted - 2013.11.29 05:47:00 -
[290] - Quote
CCP WhiteNoiseTrash wrote:small turrets named medium ???
He's referring to the fact that a long time ago, the largest frigate-sized lasers were named "medium" for some strange reason. It was confusing to some people and they have since been renamed.
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Tul Breetai
Impromptu Asset Requisition Insurance Fraud.
388
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Posted - 2013.11.29 13:20:00 -
[291] - Quote
Alvatore DiMarco wrote:CCP WhiteNoiseTrash wrote:small turrets named medium ??? He's referring to the fact that a long time ago, the largest frigate-sized lasers were named "medium" for some strange reason. It was confusing to some people and they have since been renamed. It was cool, and really not that difficult.
CCP WhitNoiseTrash: New wormhole sounds are fine, I've gotten used to them, but I'm hearing the same sound when they exit and enter now. Was chasing a cheetah just before downtime, didn't even realize he left again.
And not to hassle you too much, but when are the prop mod sounds gonna be fixed/removed? I leave my world sound on max, because *wormholes*, and it's painful. Can't you make wormholes louder or prop mods softer? There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
390
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Posted - 2013.11.29 14:36:00 -
[292] - Quote
Tul Breetai wrote:Alvatore DiMarco wrote:CCP WhiteNoiseTrash wrote:small turrets named medium ??? He's referring to the fact that a long time ago, the largest frigate-sized lasers were named "medium" for some strange reason. It was confusing to some people and they have since been renamed. It was cool, and really not that difficult. CCP WhitNoiseTrash: New wormhole sounds are fine, I've gotten used to them, but I'm hearing the same sound when they exit and enter now. Was chasing a cheetah just before downtime, didn't even realize he left again. And not to hassle you too much, but when are the prop mod sounds gonna be fixed/removed? I leave my world sound on max, because *wormholes*, and it's painful. Can't you make wormholes louder or prop mods softer?
The wormholes should be more audible on monday. along with some other changes. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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CCP WhiteNoiseTrash
C C P C C P Alliance
390
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Posted - 2013.11.29 15:22:00 -
[293] - Quote
Quick poll here: Which sound cards are you using?
on-board realtek ? soundblaster whatever? send me a PM. I'm gathering data on the subject. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Sable Moran
Moran Light Industries
264
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Posted - 2013.11.29 15:43:00 -
[294] - Quote
CCP WhiteNoiseTrash wrote:send me a PM.
You have your CSPA fee on, it's only the default 2950 ISK but you might want to disable that. Anyway Evemail sent.
Edit: After thinking it a bit it occurred to me that CCP might want to create another ISK sink and if that is indeed the case, carry on good sir after all more ISK sinks are needed. The sink / faucet balance isn't quite there. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
Maximus Aerelius
PROPHET OF ENIGMA
1016
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Posted - 2013.11.29 19:36:00 -
[295] - Quote
Sable Moran wrote:CCP WhiteNoiseTrash wrote:send me a PM. You have your CSPA fee on, it's only the default 2950 ISK but you might want to disable that. Anyway Evemail sent.
All the above...and sent along with links. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
668
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Posted - 2013.11.29 20:10:00 -
[296] - Quote
Looks like the Monday patch is on Sisi already confirmed with audio changes. Test away |
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CCP Habakuk
C C P C C P Alliance
810
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Posted - 2013.11.29 20:46:00 -
[297] - Quote
Salpun wrote:Looks like the Monday patch is on Sisi already confirmed with audio changes. Test away
Singularity has only the first part of the changes for Monday, as far as I have seen. More changes will come with the next patch (probably tomorrow). CCP Habakuk | EVE Quality Assurance | Team Gridlock-á Bug reporting | Mass Testing |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
668
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Posted - 2013.11.29 21:17:00 -
[298] - Quote
CCP Habakuk wrote:Salpun wrote:Looks like the Monday patch is on Sisi already confirmed with audio changes. Test away Singularity has only the first part of the changes for Monday, as far as I have seen. More changes will come with the next patch (probably tomorrow). Thanks for the clarification. |
Lil' Brudder Too
Pistols for Pandas
4
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Posted - 2013.11.30 23:19:00 -
[299] - Quote
Are you going to fix the fact that all these MWD/AB sounds from everyone else's ships are dependent on how far you have your camera away from your ship...and not how far away your ship is from them on the actual grid?
(currently warping past an RvB fight 200k away from gate is painful when the camera gets reset to closest zoom on my personal ship) |
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CCP WhiteNoiseTrash
C C P C C P Alliance
390
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Posted - 2013.12.01 02:28:00 -
[300] - Quote
Lil' Brudder Too wrote:Are you going to fix the fact that all these MWD/AB sounds from everyone else's ships are dependent on how far you have your camera away from your ship...and not how far away your ship is from them on the actual grid?
(currently warping past an RvB fight 200k away from gate is painful when the camera gets reset to closest zoom on my personal ship)
Currently the mic' is set to the camera, meaning that you may zoom out from your own ship, but that may put you closer to other things. We could do so, that your ships was the center of the curves controlling everything, but that would create other problems.
We are of course working on a system, where you would be able to customize these settings, but so far it's all just a wet dream Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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