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Author |
Thread Statistics | Show CCP posts - 218 post(s) |
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CCP WhiteNoiseTrash
C C P C C P Alliance
287

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Posted - 2013.10.25 20:20:00 -
[91] - Quote
Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder.
Yea, I'm working on something similar. It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview. 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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Bienator II
madmen of the skies
2108
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Posted - 2013.10.25 20:44:00 -
[92] - Quote
CCP WhiteNoiseTrash wrote:Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder. Yea, I'm working on something similar. It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview.
not sure if your engine can do this. but have you experimented with doppler effect? so that you could tell if something MWDs towards or away from you. This should make flybys sound also quite cool. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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CCP WhiteNoiseTrash
C C P C C P Alliance
292

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Posted - 2013.10.26 07:57:00 -
[93] - Quote
Bienator II wrote:CCP WhiteNoiseTrash wrote:Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder. Yea, I'm working on something similar. It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview. not sure if your engine can do this. but have you experimented with doppler effect? so that you could tell if something MWDs towards or away from you. This should make flybys sound also quite cool.
it would be possible, it requires some numbers from the physics engine to feed the audio engine, certainly possible, but not sure if it would work unless zoomed all the say in . well, i think it would only work with a very specific camera setting. 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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Altrue
Exploration Frontier inc
664
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Posted - 2013.10.26 18:01:00 -
[94] - Quote
imo, both mwd sounds and ab sounds are too discreet.
Why not making a sound perhaps shorter but louder ? For instance, something like that : http://youtu.be/hX0p0irEOls?t=1m14s
I'm sure that you will recognize it :D G££ <= Me |

Hawk Jarlson
Sky Boxers Northern Associates.
2
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Posted - 2013.10.27 11:21:00 -
[95] - Quote
Any plans on re-installing the Jukebox? I like my music and used the Jukebox all the time.
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Oberine Noriepa
1345
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Posted - 2013.10.27 13:04:00 -
[96] - Quote
Hawk Jarlson wrote:Any plans on re-installing the Jukebox? I like my music and used the Jukebox all the time.
This isn't going to happen. People should stop asking about it. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
294

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Posted - 2013.10.27 18:53:00 -
[97] - Quote
Oberine Noriepa wrote:Hawk Jarlson wrote:Any plans on re-installing the Jukebox? I like my music and used the Jukebox all the time.
This isn't going to happen. People should stop asking about it.
Well, not everybody could have read all the threads and stuff about it. So it's ok to ask. but yes, there have been numerous threads and posts about this.
Sorry, but the jukebox is out, there was a survey about it - just to make sure that the decision to remove it was the right one, by my boss.
It was removed to be able to control which music plays when you are in which system - like an adaptive system. The only thing we can say is that you can play the EVE music from our soundcloud page or you can use a 3rd party player, like winamp, VLC or whatever you prefer to playback your music.
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
294

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Posted - 2013.10.27 18:57:00 -
[98] - Quote
Altrue wrote:imo, both mwd sounds and ab sounds are too discreet. Why not making a sound perhaps shorter but louder ? For instance, something like that : http://youtu.be/hX0p0irEOls?t=1m14sI'm sure that you will recognize it :D
One of the problems with this and making it louder, is that in case there are many people in the same "scene" and we have a lot of players doing the same thing or basically doing anything, then we have a problem controlling this. So making something louder, doesn't always solve things- in the specific case of you being alone and wanting the sound louder because it gives you a proper warning or heads up - sure it would do the trick.
but changing something like this, needs to work in many different types of scenarios and would require quite a bit of testing and tweaking of the system. 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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Altrue
Exploration Frontier inc
664
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Posted - 2013.10.27 21:46:00 -
[99] - Quote
CCP WhiteNoiseTrash wrote:Altrue wrote:imo, both mwd sounds and ab sounds are too discreet. Why not making a sound perhaps shorter but louder ? For instance, something like that : http://youtu.be/hX0p0irEOls?t=1m14sI'm sure that you will recognize it :D One of the problems with this and making it louder, is that in case there are many people in the same "scene" and we have a lot of players doing the same thing or basically doing anything, then we have a problem controlling this. So making something louder, doesn't always solve things- in the specific case of you being alone and wanting the sound louder because it gives you a proper warning or heads up - sure it would do the trick. but changing something like this, needs to work in many different types of scenarios and would require quite a bit of testing and tweaking of the system.
I understand. Although the case of having a sound stacking a huge number of times in a short period already exists when a titan bridges a fleet. And overall, it seems like a manageable sound. A couple of people smartbombing also produce a loud mess.
So, given that some examples already exists in game, is there still any hope ? :D Because obviously you did it before ! And I'm pretty sure that a fleet of people afterburning would still sound cool ! *Bam bam bam bam bam !* G££ <= Me |
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CCP WhiteNoiseTrash
C C P C C P Alliance
294

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Posted - 2013.10.27 22:16:00 -
[100] - Quote
Altrue wrote:CCP WhiteNoiseTrash wrote:Altrue wrote:imo, both mwd sounds and ab sounds are too discreet. Why not making a sound perhaps shorter but louder ? For instance, something like that : http://youtu.be/hX0p0irEOls?t=1m14sI'm sure that you will recognize it :D One of the problems with this and making it louder, is that in case there are many people in the same "scene" and we have a lot of players doing the same thing or basically doing anything, then we have a problem controlling this. So making something louder, doesn't always solve things- in the specific case of you being alone and wanting the sound louder because it gives you a proper warning or heads up - sure it would do the trick. but changing something like this, needs to work in many different types of scenarios and would require quite a bit of testing and tweaking of the system. I understand. Although the case of having a sound stacking a huge number of times in a short period already exists when a titan bridges a fleet. And overall, it seems like a manageable sound. A couple of people smartbombing also produce a loud mess. So, given that some examples already exists in game, is there still any hope ? :D Because obviously you did it before ! And I'm pretty sure that a fleet of people afterburning would still sound cool ! *Bam bam bam bam bam !*
There is plenty of hope. Situations like this, for me to fix them, it is very useful if you have in-game footage which you can send me and point out exactly which sound you are referring to and what the situation is. because it can be quite hard to figure out exactly how to handle it or how to improve on something, if I think in a different direction than the one given.
So if you have anything. let me see it. drop me a mail with the links and I'll go over it.
MWD is one thing though, it's different when we are talking about guns, specific camera angles, directions and many players at once.
actually had a fun discussion with a dev from another company, I mentioned this at fanfest 2013 as well. we were discussing problems of open world audio and problems with mmo audio as well and he said "yea, we have a serious problem when we get 20 vs. 20 player battles" With EVE we are just dealing with problems totally out of proportion and scale when it comes to comparing it to any other game, so problem solving can be quite tricky sometimes. 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
296

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Posted - 2013.10.29 13:59:00 -
[101] - Quote
Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder.
I'll be looking at this right now. The AB sound is fairly low, I agree. I will go over the mix. 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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Lors Dornick
Kallisti Industries Solar Assault Fleet
688
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Posted - 2013.10.29 15:07:00 -
[102] - Quote
Just wanted to say Thank You to CCP WNT both for the work and for the forum interaction, it's much appreciated.
While I do have the music turned to zero (hey, I'm 50+, and the game soundtrack isn't made by Rush) I consider all other sound related stuff in Eve as important, or even more important, than the graphics.
Being able to hear what's happening is crucial to my situation awareness. CCP Eterne: Silly player, ALL devs are evil. CCP Fozzie: When Veritas describes a programming challenge as "very hard" I tend to believe him.
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CCP WhiteNoiseTrash
C C P C C P Alliance
296

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Posted - 2013.10.29 15:13:00 -
[103] - Quote
Lors Dornick wrote:Just wanted to say Thank You to CCP WNT both for the work and for the forum interaction, it's much appreciated.
While I do have the music turned to zero (hey, I'm 50+, and the game soundtrack isn't made by Rush) I consider all other sound related stuff in Eve as important, or even more important, than the graphics.
Being able to hear what's happening is crucial to my situation awareness.
Well, I'm 30+ :D I am happy to hear that you share our viewpoint on the sound in EVE - it's been a long ride and time has come to make sound in EVE an amazing tool which will enhance gameplay.
Both visuals and audio related material, is to be used as a whole - turning either off would ruin the intended experience. IMHO. 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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Marc McIntyre Crendraven
The Knights of Retribution
21
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Posted - 2013.10.29 15:30:00 -
[104] - Quote
CCP WhiteNoiseTrash wrote:Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder. Yea, I'm working on something similar. It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview.
What are you guys talking about? I have been trying to find any sort of sound for either AB or MWD and there isn't anything whatsoever, maybe a slight hum but I cant tell. Any type of sound for their activation would be nice.
( yall make it sound like their is some great noise when u turn on a MWD, but there isn't anything at all. Am i missing something here?) Eat Lead!!! Err....Antimatter...whatever! |
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CCP WhiteNoiseTrash
C C P C C P Alliance
297

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Posted - 2013.10.29 15:38:00 -
[105] - Quote
Marc McIntyre Crendraven wrote:CCP WhiteNoiseTrash wrote:Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder. Yea, I'm working on something similar. It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview. What are you guys talking about? I have been trying to find any sort of sound for either AB or MWD and there isn't anything whatsoever, maybe a slight hum but I cant tell. Any type of sound for their activation would be nice. ( yall make it sound like their is some great noise when u turn on a MWD, but there isn't anything at all. Am i missing something here?)
that's odd. because you are definitely missing something. when you turn on the AB or MWD you should get a specific sound (to either) - the AB having a more powerful burning sound than the booster and some sporadic bursts of "fire".
and the MWD having a turbine like sound, both when firing it up, powering down and while running. 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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Marc McIntyre Crendraven
The Knights of Retribution
21
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Posted - 2013.10.29 15:50:00 -
[106] - Quote
CCP WhiteNoiseTrash wrote:Marc McIntyre Crendraven wrote:CCP WhiteNoiseTrash wrote:Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder. Yea, I'm working on something similar. It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview. What are you guys talking about? I have been trying to find any sort of sound for either AB or MWD and there isn't anything whatsoever, maybe a slight hum but I cant tell. Any type of sound for their activation would be nice. ( yall make it sound like their is some great noise when u turn on a MWD, but there isn't anything at all. Am i missing something here?) that's odd. because you are definitely missing something. when you turn on the AB or MWD you should get a specific sound (to either) - the AB having a more powerful burning sound than the booster and some sporadic bursts of "fire". and the MWD having a turbine like sound, both when firing it up, powering down and while running.
I restarted my client and turned off music, warped to a random planet and turned world effects all the way up, I can only hear a slight differenence when I zoomed all the way so that my kronos engines took up all the screen, the sound is extremely underwhelming, can't evev hear it unless engines take up entire screen, and even then I wouldn't notice it unless I was concentrating on hearing it, the volume of the effect definitely need to be majorly increased. Eat Lead!!! Err....Antimatter...whatever! |

Alvatore DiMarco
Capricious Endeavours Ltd CAStabouts
911
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Posted - 2013.10.29 15:52:00 -
[107] - Quote
I haven't used an AB in a while, but I can confirm the MWD sound being both turbine-like and pretty cool.
I suppose I'll undock and check for that AB sound. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
298

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Posted - 2013.10.29 16:01:00 -
[108] - Quote
Marc McIntyre Crendraven wrote:CCP WhiteNoiseTrash wrote:Marc McIntyre Crendraven wrote:CCP WhiteNoiseTrash wrote:Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder. Yea, I'm working on something similar. It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview. What are you guys talking about? I have been trying to find any sort of sound for either AB or MWD and there isn't anything whatsoever, maybe a slight hum but I cant tell. Any type of sound for their activation would be nice. ( yall make it sound like their is some great noise when u turn on a MWD, but there isn't anything at all. Am i missing something here?) that's odd. because you are definitely missing something. when you turn on the AB or MWD you should get a specific sound (to either) - the AB having a more powerful burning sound than the booster and some sporadic bursts of "fire". and the MWD having a turbine like sound, both when firing it up, powering down and while running. I restarted my client and turned off music, warped to a random planet and turned world effects all the way up, I can only hear a slight differenence when I zoomed all the way so that my kronos engines took up all the screen, the sound is extremely underwhelming, can't evev hear it unless engines take up entire screen, and even then I wouldn't notice it unless I was concentrating on hearing it, the volume of the effect definitely need to be majorly increased.
That must be an AB then , it's pretty low - which is what I'm fixing now. It was actually supposed to be louder than it is - but I don't know why its this low now. The boosters themselves could use an overhaul as well I hear. 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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Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
53
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Posted - 2013.10.29 16:28:00 -
[109] - Quote
I'm not sure if you're in charge of the files encryption but Is there any way we can extract audio from the game files? Could do it up until Odyssey 1.1, until it was changed into another file format. Why the switch |
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CCP WhiteNoiseTrash
C C P C C P Alliance
298

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Posted - 2013.10.29 16:41:00 -
[110] - Quote
Pertuabo Enkidgan wrote:I'm not sure if you're in charge of the files encryption but Is there any way we can extract audio from the game files? Could do it up until Odyssey 1.1, until it was changed into another file format. Why the switch 
No. previously you could do if you hacked the audio engines format, but they may have changed their format - I can't say I would like you to extract the audio files, but there will most likely be a Wwise extractor at some point again. 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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Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
53
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Posted - 2013.10.29 16:44:00 -
[111] - Quote
CCP WhiteNoiseTrash wrote:Pertuabo Enkidgan wrote:I'm not sure if you're in charge of the files encryption but Is there any way we can extract audio from the game files? Could do it up until Odyssey 1.1, until it was changed into another file format. Why the switch  No. previously you could do if you hacked the audio engines format, but they may have changed their format - I can't say I would like you to extract the audio files, but there will most likely be a Wwise extractor at some point again. Ahhhhh alright, thanks. |

Mike Forsite
MISSI0N C0NTR0L D-O-G-M-A
2
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Posted - 2013.10.31 16:53:00 -
[112] - Quote
Sorry if i ask this a second time, but i don't read the complete post. Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ... |
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CCP WhiteNoiseTrash
C C P C C P Alliance
301

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Posted - 2013.10.31 17:48:00 -
[113] - Quote
Mike Forsite wrote:Sorry if i ask this a second time, but i don't read the complete post. Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ...
uhm. this is a weird issue. because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon. Right now it will just sound the same way.
I would, if possible, have a specific warp time calculated and then use that. so that slower ships would sound more powerful and heavy than fast paced interceptors.
Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool.
But I'm working on it - just can't say what will come out of it right now. 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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Bienator II
madmen of the skies
2119
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Posted - 2013.10.31 18:27:00 -
[114] - Quote
CCP WhiteNoiseTrash wrote:Mike Forsite wrote:Sorry if i ask this a second time, but i don't read the complete post. Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ... uhm. this is a weird issue. because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon. Right now it will just sound the same way. I would, if possible, have a specific warp time calculated and then use that. so that slower ships would sound more powerful and heavy than fast paced interceptors. Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool. But I'm working on it - just can't say what will come out of it right now. or even better, hear it when the warp drive spins up (the moment the button is pressed) ;) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Mike Forsite
MISSI0N C0NTR0L D-O-G-M-A
2
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Posted - 2013.11.01 08:16:00 -
[115] - Quote
CCP WhiteNoiseTrash wrote:uhm. this is a weird issue. because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon. Right now it will just sound the same way.
I would, if possible, have a specific warp time calculated and then use that. so that slower ships would sound more powerful and heavy than fast paced interceptors.
Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool.
But I'm working on it - just can't say what will come out of it right now.
Just a idea: Acceleration and deceleration depends mainly on the maximum warp speed of the ship if i got this right. If you read out the value and accelerate or decelerate the sample on the fly you should normally be ok. But i don't know how the sound engine works ... ... and i think if it's this easy, you would have implemented it right away. Different sound samples for the ship classes would be nice too. |

Darian en Chasteaux
EVE University Ivy League
3
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Posted - 2013.11.01 17:31:00 -
[116] - Quote
Greetings !
Just let me say overall the modelling is simply AWESOME ! Please pass that on to graphics ! I am really impressed !
Music and sounds - doesnt matter to me as much I just got back into Eve and the music is blazzay I guess - I am a musician as well.
Normally I turn the music off depending on whether I am doing tacticals, actual fighting when I know I will win etc...normally music is a distraction for me.
The SOLAR SYSTEM map sounds though - VERY ANNOYING and I dont know if there is a seperate sound file for it but if I gete time I am replacing it with SILENCE ! Or something...!
Darian |

Burl en Daire
The Ecstatic Cult of Dionysus Trifectas Syndicate
17
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Posted - 2013.11.01 20:05:00 -
[117] - Quote
Witchking Angmar wrote:Being near the sun causes a loud humming noise. Is this intentional?
I kind of hope so, it would give the star a unique feeling. Have each different class star make a different noise when within 100k.
I just flew a star and there is noise while sitting there. I like it but I had never noticed it till now. |

marVLs
506
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Posted - 2013.11.02 10:06:00 -
[118] - Quote
Congrats on audio effects for bastion especially for Kronos, it's perfect in terms of timing and awesomeness same for Vargur. Golem and Pally: i think they need to be more precise on timing of "animation" |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4235
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Posted - 2013.11.02 17:50:00 -
[119] - Quote
CCP WhiteNoiseTrash wrote:not sure if your engine can do this. but have you experimented with doppler effect? so that you could tell if something MWDs towards or away from you. This should make flybys sound also quite cool.
it would be possible, it requires some numbers from the physics engine to feed the audio engine, certainly possible, but not sure if it would work unless zoomed all the say in . well, i think it would only work with a very specific camera setting.[/quote]
A long time ago, we used to have a doppler effect for on-grid noises when warping in or out. This requires no (or very little) positional sound, since it's only grid-wide environment (acceleration gates, star gates, explosions, etc) that will be audible before actually landing on grid.
It would be nice to have this back :)
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4235
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Posted - 2013.11.02 17:53:00 -
[120] - Quote
CCP WhiteNoiseTrash wrote:Mike Forsite wrote:Sorry if i ask this a second time, but i don't read the complete post. Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ... uhm. this is a weird issue. because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon. Right now it will just sound the same way. I would, if possible, have a specific warp time calculated and then use that. so that slower ships would sound more powerful and heavy than fast paced interceptors. Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool. But I'm working on it - just can't say what will come out of it right now.
Just popping in to "me too" this part of the discussion: I was zipping around with a Prowler and I would end up dropping out of a 15-25AU warp at about the time the warp sound was just reaching the "old" point of bursting through the warp barrier (where the ship stops vibrating and enters smooth warp cruise) as my prowler was dropping out of warp on top of the gates I was travelling through. Day 0 advice for new players: Day 0 Advice for New Players |
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