Pages: 1 2 3 [4] 5 6 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 33 post(s) |
|
CCP WhiteNoiseTrash
C C P C C P Alliance
27
|
Posted - 2012.11.01 13:57:00 -
[91] - Quote
Reiisha wrote:I want the original 250mm railgun sounds back.
DO IT CCP.
All the new sounds are built on the original ones and contain the spectrum of the originals. It's there.
If you send me flowers and a coke and a smile, I might be able to turn up the volume of the old sound within the new one, but it's just a building block. The projectile turrets where all the hardest to re-do, because the source material was pretty good already, not like the energy and hybrids.
Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
|
Jarin Arenos
Card Shark Industries
46
|
Posted - 2012.11.01 15:32:00 -
[92] - Quote
CCP WhiteNoiseTrash wrote:you do know, that Duality is a test server, where the sole purpose is to test and find "problems" ? Sounded to me like he was just trying to help you test and find the problems. You wouldn't be implying you have a problem with reporting issues before they hit live, now would you? ;)
|
Lipbite
Express Hauler
196
|
Posted - 2012.11.01 17:33:00 -
[93] - Quote
My not so detailed feedback: new weapon sounds are nice though travel sounds still aren't "serious" - there is no feeling of multi-megaton-ship being propelled few light years away. It sounds like kid's slingshot or blowgun. Could be nice to hear something more "heavy", "fundamental".
And thanks for nice shooting sounds - good work! |
Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
105
|
Posted - 2012.11.01 17:39:00 -
[94] - Quote
CCP WhiteNoiseTrash wrote: The projectile turrets where all the hardest to re-do, because the source material was pretty good already, not like the energy and hybrids.
Sorry to interrupt you there, but I would say that the current autocannon sounds are the worst sounds in the game. They sound like sewing machines.
Here is something that sounds big enough for small guns (although it's much smaller).
http://www.youtube.com/watch?v=HfXLEURxozc
What do you think ?
The arty sounds are good though, that's true.
Edit: BTW, the guns always sound fine in the cinematic trailers, why don't they sound just as fine in game? I accidentally... the bookmark. How much is it worth? |
ITTigerClawIK
Galactic Rangers Intrepid Crossing
144
|
Posted - 2012.11.01 19:50:00 -
[95] - Quote
could someone make a sound comparison video with all (or as much of) the new turret sounds as possible i couldn't find nay on youtube, they are all vids on the new hull models
|
Galphii
Sileo In Pacis THE SPACE P0LICE
80
|
Posted - 2012.11.01 23:50:00 -
[96] - Quote
Jarin Arenos wrote:CCP WhiteNoiseTrash wrote:you do know, that Duality is a test server, where the sole purpose is to test and find "problems" ? Sounded to me like he was just trying to help you test and find the problems. You wouldn't be implying you have a problem with reporting issues before they hit live, now would you? ;) Yes, I thought my upbeat assessment was being received with cynicism and 'grumpy dev syndrome'. I also said 'at this point', which I thought hinted that I knew it would be on the way to getting fixed, and it was. No need for him to freak over it. |
Sarmatiko
781
|
Posted - 2012.11.02 01:34:00 -
[97] - Quote
I digged for some time in Duality res/audio folder and there is some really nice new ambient racial themes. You can say to which race music belongs from the first seconds of tracks, so awesome they are.
But there is also some very frightening tracks with "zero_cluster" prefixes. They remind me about worst and scariest places of Silent Hill games. Let's just say, if this tracks will ever appear somewhere in New Eden, I will say NOPE and retreat from that place to the nearest warm Pleasure Hub on pod-express
|
Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
20
|
Posted - 2012.11.03 00:07:00 -
[98] - Quote
Sarmatiko wrote:I digged for some time in Duality res/audio folder and there is some really nice new ambient racial themes. You can say to which race music belongs from the first seconds of tracks and motives are easily recognizable. So awesome! But there is also some very frightening tracks with "zero_cluster" prefixes in SoundbanksInfo.xml. They remind me about darkest and scariest places of Silent Hill games. Let's just say, if those tracks will ever appear somewhere in New Eden, I will say NOPE and retreat from that place to the nearest warm Pleasure Hub on pod-express That's pretty cool, hey I found your youtube channel as well, maybe you can upload the audio's you speak of? |
Turelus
Caldari Independent Navy Reserve The Fourth District
53
|
Posted - 2012.11.03 06:11:00 -
[99] - Quote
I have to agree with the people asking to not have a DCU sound. The main reason I spend time zoomed out from my ship is because of the horrible and repetitive sounds that modules make, I want to be zoomed in and hear my guns and missile launching but the constant "wooom woooom woooom wooom wooom" of hardener's, sensor boosters etc. really does get tedious after about 30mins. "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves." |
Dirch Passer
State War Academy Caldari State
15
|
Posted - 2012.11.03 07:31:00 -
[100] - Quote
Off topic.
I really wish people would stop with all those acronyms. If you wish to convey a message, wouldn't it make sense to ensure that recipients understand it?
Edit. Favourite EVE example: CNR = Raven Navy Issue... |
|
Turelus
Caldari Independent Navy Reserve The Fourth District
53
|
Posted - 2012.11.03 07:41:00 -
[101] - Quote
Dirch Passer wrote:Off topic.
I really wish people would stop with all those acronyms. If you wish to convey a message, wouldn't it make sense to ensure that recipients understand it? It's kind of a standard in MMO gaming or online gaming in genreral. Give it time and you will learn what they all stand for, there might even be an EVElopedia entry about all of them (not sure, would be a good idea though) If you're posting this in regard to my post then DCU is a Damage Control Unit, or damage control.
Edit - http://community.eveonline.com/ingameboard.asp?a=topic&threadID=508913 hope this helps. Also CNR is even more confusing when members of my corp use it as a pre-fix for ship names. "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves." |
Dirch Passer
State War Academy Caldari State
15
|
Posted - 2012.11.03 07:55:00 -
[102] - Quote
Turelus wrote:Dirch Passer wrote:Off topic.
I really wish people would stop with all those acronyms. If you wish to convey a message, wouldn't it make sense to ensure that recipients understand it? It's kind of a standard in MMO gaming or online gaming in genreral. Give it time and you will learn what they all stand for, there might even be an EVElopedia entry about all of them (not sure, would be a good idea though) If you're posting this in regard to my post then DCU is a Damage Control Unit, or damage control. Edit - http://community.eveonline.com/ingameboard.asp?a=topic&threadID=508913 hope this helps. Also CNR is even more confusing when members of my corp use it as a pre-fix for ship names.
I do realize it's a standard. I just think it's stupid. Giving it time to figure out acronyms is sort of counterproductive, if you wish to participate in a conversation.
And no I didn't post in response to you specifically. |
Sarmatiko
785
|
Posted - 2012.11.03 15:49:00 -
[103] - Quote
Pertuabo Enkidgan wrote:That's pretty cool, hey I found your youtube channel as well, maybe you can upload the audio's you speak of? Sorry, my bad. There wasn't any "new" racial music, because it's also can be found in current EVE Inferno client, but still I can't remember it's being used somewhere in the game. Those files are: 62735323.ogg, 424592462.ogg, 500089399,ogg, 764451210.ogg in res/audio folder (they can be fixed for audio player with ww2ogg utility).
Frightening "zero_cluster" sounds are still new though.. Maybe they somehow related to Dust 514.
|
|
CCP WhiteNoiseTrash
C C P C C P Alliance
31
|
Posted - 2012.11.04 21:36:00 -
[104] - Quote
Jarin Arenos wrote:CCP WhiteNoiseTrash wrote:you do know, that Duality is a test server, where the sole purpose is to test and find "problems" ? Sounded to me like he was just trying to help you test and find the problems. You wouldn't be implying you have a problem with reporting issues before they hit live, now would you? ;)
Help? you call this help? ;) I don't have any kind of problem with any EVE player pointing out anything to me here, it's a great pointer to where we should go and shouldn't.
Galphii wrote:Yes, I thought my upbeat assessment was being received with cynicism and 'grumpy dev syndrome'. I also said 'at this point', which I thought hinted that I knew it would be on the way to getting fixed, and it was. No need for him to freak over it.
Upbeat :D and don't call me grumpy, I just stopped drinking coke, that could explain why caffeine withdrawal headache is messing with me ;) But, it's all in development as you said :)
Iris Bravemount wrote:Sorry to interrupt you there, but I would say that the current autocannon sounds are the worst sounds in the game. They sound like sewing machines.
The current, as in the current on TQ or the ones we are testing out on Duality you mean? I guess you mean the duality ones - yes they are of course all under continuous development, but they really are all containing the old sound, so they are not that different from the ones on TQ, at least not the projectile ones.
ITTigerClawIK wrote:could someone make a sound comparison video with all (or as much of) the new turret sounds as possible i couldn't find nay on youtube, they are all vids on the new hull models
That's specifically coming out in an audio dev blog on it's way.
Sarmatiko wrote:Pertuabo Enkidgan wrote:That's pretty cool, hey I found your youtube channel as well, maybe you can upload the audio's you speak of? Sorry, my bad. There wasn't any "new" racial music, because it's also can be found in current EVE Inferno client, but still I can't remember it's being used somewhere in the game. Those files are: 62735323.ogg, 424592462.ogg, 500089399,ogg, 764451210.ogg in res/audio folder (they can be fixed for audio player with ww2ogg utility). Frightening "zero_cluster" sounds are still new though.. Maybe they somehow related to Dust 514.
or maybe not related at all ;) They could just be leftover info from the xml file which has no relation to the code coming from the game. or they may be part of other things, which may sound much different if being chopped up by game code and middleware during gameplay.
But we are working on a much different system and tweaking the middleware and code to support especially this generative music and audio, bigger battles sounding bigger and so on, creating a much bigger auditive universe for EVE instead of the current system which is somewhat "flat" in it's ways of performing playback or synthesis of stuff.
But let me check out those files specifically and see if I can clarify what they are specifically used in. But there aren't any racial music at the moment, but there probably will be very soon, also trying to make the music system perform in various ways of letting players "know" if there was a recent pod kill here or the current "danger" at the current position. Not giving away all the info and fun, but just as a hint of what is going on around the player.
But as so many players switch off the music, but not the rest of the audio - we are also working on other ways of increasing the tension of the audio if something is up around the player. But this system has to be developed at the same time as all other new audio, which of course all new features in the game will have first priority at now. Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
|
|
CCP WhiteNoiseTrash
C C P C C P Alliance
31
|
Posted - 2012.11.04 21:42:00 -
[105] - Quote
Dirch Passer wrote:Turelus wrote:Dirch Passer wrote:Off topic.
I really wish people would stop with all those acronyms. If you wish to convey a message, wouldn't it make sense to ensure that recipients understand it? It's kind of a standard in MMO gaming or online gaming in genreral. Give it time and you will learn what they all stand for, there might even be an EVElopedia entry about all of them (not sure, would be a good idea though) If you're posting this in regard to my post then DCU is a Damage Control Unit, or damage control. Edit - http://community.eveonline.com/ingameboard.asp?a=topic&threadID=508913 hope this helps. Also CNR is even more confusing when members of my corp use it as a pre-fix for ship names. I do realize it's a standard. I just think it's stupid. Giving it time to figure out acronyms is sort of counterproductive, if you wish to participate in a conversation. And no I didn't post in response to you specifically.
DP should be careful that the other danish actors from his time does not come back from the dead, I'm talking PK, KP and so many of the other acronyms around, they should have had a DCU in time. Bj++rn Jacobsen | Audio Designer | EVE Online, CCP Games | Anything sound related, ask away. |
|
Warde Guildencrantz
TunDraGon
177
|
Posted - 2012.11.04 22:50:00 -
[106] - Quote
CCP WhiteNoiseTrash wrote:ITTigerClawIK wrote:could someone make a sound comparison video with all (or as much of) the new turret sounds as possible i couldn't find nay on youtube, they are all vids on the new hull models
That's specifically coming out in an audio dev blog on it's way.
all my likes! |
ColdCutz
Frigonometry
38
|
Posted - 2012.11.04 23:57:00 -
[107] - Quote
I'll just leave this right here... |
ITTigerClawIK
Galactic Rangers Intrepid Crossing
145
|
Posted - 2012.11.05 01:29:00 -
[108] - Quote
this upcoming dev blog pleases me... any ETA on it for maybe this week at all? |
Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
20
|
Posted - 2012.11.05 04:05:00 -
[109] - Quote
ColdCutz wrote:I'll just leave this right here... This is ******* awesome How could I have missed this
CCP WhiteNoiseTrash wrote:
if there was a recent pod kill here or the current "danger" at the current position. Not giving away all the info and fun, but just as a hint of what is going on around the player.
we are also working on other ways of increasing the tension of the audio if something is up around the player.
Sweet! Can't wait get ominous/dread feeling in here |
Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
111
|
Posted - 2012.11.05 11:26:00 -
[110] - Quote
CCP WhiteNoiseTrash wrote:Iris Bravemount wrote:Sorry to interrupt you there, but I would say that the current autocannon sounds are the worst sounds in the game. They sound like sewing machines. The current, as in the current on TQ or the ones we are testing out on Duality you mean? I guess you mean the duality ones - yes they are of course all under continuous development, but they really are all containing the old sound, so they are not that different from the ones on TQ, at least not the projectile ones.
I actually mean the current ones on TQ. And since, as you pointed out, the ones on Duality contain the old sounds, they also sound like sewing machines.
I think the AC sounds need to be redone from scratch, if possible. I accidentally... the bookmark. How much is it worth? |
|
Sui'Djin
Black Rise Guerilla Forces Kraken.
8
|
Posted - 2012.11.05 16:43:00 -
[111] - Quote
CCP WhiteNoiseTrash wrote:
if there was a recent pod kill here or the current "danger" at the current position. Not giving away all the info and fun, but just as a hint of what is going on around the player.
we are also working on other ways of increasing the tension of the audio if something is up around the player.
This reminds me of X-Wing vs. Tie-Fighter, where your audio gave you feedback of enemy / allied reinforcements entering the scene, being pursued, having shot down an enemy and what not. Would love to have this kind of audio in Eve, sounds awesome |
Bienator II
madmen of the skies
1098
|
Posted - 2012.11.05 23:53:00 -
[112] - Quote
after listening to the new mix for i while i am wondering. will there be an option to turn off the music but keep the spooky generated track? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
YuuKnow
Inner 5phere
425
|
Posted - 2012.11.06 08:41:00 -
[113] - Quote
Like the new large hybrid turret sounds.
Don't like the fact that warp sounds change. Seems odd to here a different sound each time you warp. Perhaps a different sound per ship class (frig, cruiser, capital) would be better. |
Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
111
|
Posted - 2012.11.06 08:58:00 -
[114] - Quote
For what it's worth:
I just played Mass Effect for the first time (slowpoke.jpg). Why don't my gates sound as awesome as Mass Relays?
Mass Effect 1 Mass Relay
Off-topic PS: Why is the mass relay sound in ME2 worse, and even worse than that in ME3? Is there some kind of anti-awesome campaign going on in the sound industry?
ME 1,2 & 3 Mass Relay comparison I accidentally... the bookmark. How much is it worth? |
Nagarythe Tinurandir
Random Rule Conform Corpname A Point In Space
68
|
Posted - 2012.11.06 16:46:00 -
[115] - Quote
i was on duality today and checked out the new weapon sounds.
at least for small - large projectiles, small lasers and small hybrids.
small hybrids are spot on. the sounds reflects what you expect and every turret sounds distinct, but not too different from his bretheren. i like it.
small lasers are good but some tweaks would be nice. they sound a little bit to much like an artillery, even the pulses. overall the bang is very prominent but the "swooshing" kinda drowns in the bang. maybe tune down the bang a bit and make the swooshing more prominent. pulses could so better in promoting the multiple-shot-nature, while beams just need a louder and longer swoosh.
projectiles as i use them the most, im kind of picky here ^^
each small autocannon (125; 150; 200 mm) were distinct but in a odd way. they seem to use the old sounds with a new sound on top which was the same for every three turrets. i promoted the autocannon nature quite well but the new sound peace always seemed to be "out of place". the small arties were not distinct from each other. they sounded the same and they sounded like autocannons. there were multiple "bangs" for each round fired. kind of destroyed my picture of these arties. sorry :(
for the medium autocannons; dual180mm was distinct from 200mm and 425mm with the two latter sounding excatly the same. the dual180mm hat its old sound underlayed with one of them new sound thingies, this actually merging. i liked this one. the 200/425mm sound was also good, but missed the multiple bangs. it sounded like one shot, not a autocannon spewing bullets. are distinct sound for either 200 or 425mm would be nice. opposite to the small autos, the new sound peace (simulating the mechanic parts of the cannon?) merged quite well. medium arties. same issue as with the small arties; the caliber were not discriminable. additionally i missed some oumph. maybe take this sound as basis for the small arties or keep them for the mediums (with more oumph) and give the small ones a more mortar like "faoummh!PPP"
Large autocannons. they got the bass part right but again missing the multiple shot style. without it, there is just no autocannon feeling. it feels wrong when there is flashy muzzle fire and only one "rums" large arties; the 1200mm was buggy. it was shooting only from one barrel and had no sound whatsoever. 1400mm was overall good but someone stole its thunder. maybe its just me but when a 1400mm goes off there should be the feeling of a nuclear explosion which propells a bullet with the mass of a small car towards my enemy.
in general, the size progression should go hand in hand with more and deeper bass. on top of that autocannons should have some frequency progression with the smalles going like "ratatatatatatata" uzi-style or even the roaring sound to be witnessed in one of the linked youtube videos. something that indicates the high firing rate, and as the caliber grows bigger the frequency should somewhat slow down, ending at 800mm which just goes "bangbangbangbang!" like a modern FLAK cannon.
a cool gimmick for arties would be some sort of reload sound, the cycle time is for sure long enough^^
keep up the good work ;) i guess overcoming the "eve has sound"-stigma is hard work |
Nathanien Indoril
Engineering. Creation and Extraction
12
|
Posted - 2012.11.07 12:26:00 -
[116] - Quote
ColdCutz wrote:I'll just leave this right here... Positive: That would be f**cking awesome. Negative: I would need to train Laser and Amarr asap... ... And fly only Amarr ships from there on. |
Heithor Schalkov
Air The Unthinkables
0
|
Posted - 2012.11.07 14:41:00 -
[117] - Quote
ColdCutz wrote:I'll just leave this right here...
i would need 3 seperate pairs of pants at the same time to contain the magnitude of boner if tachyons made that kind of noise |
Sirran The Lunatic
Black Core Federation Black Core Alliance
0
|
Posted - 2012.11.08 02:56:00 -
[118] - Quote
At current - All laser sounds: "thump thump thump".
There's no "fzzzzt" no "zap" no "vvvvrrrrrrrzzzzzzzzzzamm".
It's just...variations of "thump thump thump".
Would prefer the old sounds to the new ones, or, as linked above in that video. THAT'S what energy weapons (on varying scales of course) should sound like! More crystalline sounding, instead of an 'any old gun' sound. |
marVLs
39
|
Posted - 2012.11.08 16:22:00 -
[119] - Quote
New Large lasers sound are awesome Autocannons and hybrids too.
Warp sound is crap or bugged, but im sure it will be fixed |
Ganthrithor
GoonWaffe Goonswarm Federation
452
|
Posted - 2012.11.08 19:22:00 -
[120] - Quote
I'm gonna sit down and run through all turret sounds today. I started with XL projectiles and all I can say so far is :ohdear:
XL's projectiles sound like medium projectiles ought to... their sound effects are way too short / brief and lack bass-- they sound small and tinny, especially the artillery.
More thoughts as I continue sampling :\ |
|
|
|
|
Pages: 1 2 3 [4] 5 6 7 :: one page |
First page | Previous page | Next page | Last page |