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Author |
Thread Statistics | Show CCP posts - 218 post(s) |
Altrue
Exploration Frontier inc
699
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Posted - 2013.11.09 12:22:00 -
[151] - Quote
CCP WhiteNoiseTrash wrote:might as well get some work done now.- since TQ is down and I was kind of planning on killing some pirates who interrupt my mining!!! FFS!
xD You're so fresh :D |
Terje Teinturier
Macabre Votum Northern Coalition.
8
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Posted - 2013.11.09 16:07:00 -
[152] - Quote
Mhari Dson wrote:Nicen Jehr wrote:Thanks CCP WhiteNoiseTrash, I love hearing the technical explanations behind "why's eve like that" :) keep up the good work +1 keep up the good work! This.
Thanks for making us feel involved with the process.
Btw, I for one tend to dual box so I ended up disabling sound altogether. I'd love to be able to enable sound again in Rubicon, using those improvements for dual boxers you mentioned earlier somewhere in the forums :) |
Lelira Cirim
EVE University Ivy League
112
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Posted - 2013.11.09 18:19:00 -
[153] - Quote
This is the only post in TWIE #19 that I've clicked through and read, and I'm very glad I did.
CCP WhiteNoiseTrash wrote:If everything is not needed, because you zoom out or similar, then there could just as well be "the text based" version of EVE, with no graphics or sound. Thought we were already there? But in fact there are some text adventures already.
But yes just hiding the UI or collapsing the windows from time to time and just enjoying the spacescape is what keeps me playing. Looking forward to keeping an ear open for your work this month! o/ |
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CCP WhiteNoiseTrash
C C P C C P Alliance
337
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Posted - 2013.11.09 21:37:00 -
[154] - Quote
Terje Teinturier wrote:Mhari Dson wrote:Nicen Jehr wrote:Thanks CCP WhiteNoiseTrash, I love hearing the technical explanations behind "why's eve like that" :) keep up the good work +1 keep up the good work! This. Thanks for making us feel involved with the process. Btw, I for one tend to dual box so I ended up disabling sound altogether. I'd love to be able to enable sound again in Rubicon, using those improvements for dual boxers you mentioned earlier somewhere in the forums :)
That won't work for Rubicon I'm afraid. but it's definitely something I have on schedule. I myself multibox, with way more than just two accounts. I don't disable sound though, but I do experience the "problem" associated with this, and a way to have the audio engine determine which sounds in which window to focus on, would "solve" this problem.
I wouldn't wonder if tons of other problems then occured and it would have to be tweaked for one or two more expansions for it to work properly, but it's a start. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
337
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Posted - 2013.11.09 21:42:00 -
[155] - Quote
Lelira Cirim wrote:This is the only post in TWIE #19 that I've clicked through and read, and I'm very glad I did. CCP WhiteNoiseTrash wrote:If everything is not needed, because you zoom out or similar, then there could just as well be "the text based" version of EVE, with no graphics or sound. Thought we were already there? In fact there are some text adventures already. But yes just hiding the UI or collapsing the windows from time to time and just enjoying the spacescape is what keeps me playing. Looking forward to keeping an ear open for your work this month! o/
Thanks. . .but ehm, please don't hit me if something is up with it ;) I don't get death threats yet, but I've heard a thing or two when something wasn't working on not in someones taste. - the tone in this particular thread is really amazing, so let's keep that up and find a way to communicate like this, for all of us to better understand each other and create the perfect EVE experience - and have explained why something works the way it does rather than in other ways.
Again, I'm alone on this mostly, and sometimes I just want to pull my hair out because of things not possible, but it's code and systems, sometimes they just don't fit or are built in ways where something specific just isn't allowed, either because it's obsolete or because it just does it "differently" :D |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
655
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Posted - 2013.11.09 21:45:00 -
[156] - Quote
The talk with the director this week how did it go |
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CCP WhiteNoiseTrash
C C P C C P Alliance
338
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Posted - 2013.11.09 21:49:00 -
[157] - Quote
Salpun wrote:The talk with the director this week how did it go
we started some concepting and prototyping, that''s all I can say . |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
655
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Posted - 2013.11.09 21:52:00 -
[158] - Quote
CCP WhiteNoiseTrash wrote:Salpun wrote:The talk with the director this week how did it go we started some concepting and prototyping, that''s all I can say . Better then not having the conversation. |
Wenthrial Solamar
Future Corps Sleeper Social Club
21
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Posted - 2013.11.09 21:55:00 -
[159] - Quote
CCP WhiteNoiseTrash wrote:Wenthrial Solamar wrote:The ship acceleration sounds / MWD spool up sounds... I don't think are new , but they seem to be at a better level and better sync to the main render.
They are brand new ! - the AB and MWD spool sounds. I just made them basically :D The jumpgate transition sound, is going down for rubicon. .... The marauder, triage, siege, deploy and all those modules, needs to be tweaked a bit. I just put them in, so I haven't even matched them to the animations yet or anything.
Awesome , thank you for the new effects on the AB and MWD.
Also Thank you so much for the active feed back on the forums, that is hugely valuable!
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ViynlScratch Whooves
Cheerful Resentment
3
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Posted - 2013.11.11 14:21:00 -
[160] - Quote
Yey! Im glad that people generally seem to agree with me on the mic location.
Also thanks for pushing it with the director :) I cant wait! (yes i know any possible changes will be a long time coming :p) |
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CCP WhiteNoiseTrash
C C P C C P Alliance
341
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Posted - 2013.11.11 23:00:00 -
[161] - Quote
Wenthrial Solamar wrote:CCP WhiteNoiseTrash wrote:Wenthrial Solamar wrote:The ship acceleration sounds / MWD spool up sounds... I don't think are new , but they seem to be at a better level and better sync to the main render.
They are brand new ! - the AB and MWD spool sounds. I just made them basically :D The jumpgate transition sound, is going down for rubicon. .... The marauder, triage, siege, deploy and all those modules, needs to be tweaked a bit. I just put them in, so I haven't even matched them to the animations yet or anything. Awesome , thank you for the new effects on the AB and MWD. Also Thank you so much for the active feed back on the forums, that is hugely valuable!
We are having issues with the MWD and the AB, because the code says one thing, but the game seem to be behaving otherwise. But they have been turned up a notch for Rubicon. Especially the AB.
Today, while brainstorming we kind of noticed one thing that is really missing, which is just as with gates, wormholes, cynos, etc. (by the way, we found the bug, which made the cynos and wormholes distort so badly when several were jumping - huge mistake, totally human error 40, but I got it this time) anyway, that there is no sound when others around you warp. that would be a huge step up, if it was possible to hear other firing up.
Maybe not so useful in a battle where you would be zoomed out to the max, but say you have some more close range battle, like 10 km PVP or PVE. Someone warping, having a significant sound. And on the way home I may have been daydreaming, but I think I found a solution to some of the global voices problems we are having when a lot of players are in the same location - stay tuned.
The Changing of the Mic location, is at the moment not doable in the near future because of some other things, but I'll put it into our backlog and come back to it when I can. 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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stoicfaux
3340
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Posted - 2013.11.11 23:11:00 -
[162] - Quote
CCP WhiteNoiseTrash wrote: .. I ... have been daydreaming, but I think I found a solution to ... the ... voices
Uhm....
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CCP WhiteNoiseTrash
C C P C C P Alliance
341
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Posted - 2013.11.11 23:16:00 -
[163] - Quote
stoicfaux wrote:CCP WhiteNoiseTrash wrote: .. I ... have been daydreaming, but I think I found a solution to ... the ... voices
Uhm....
It happens a lot actually, walking home, talking to myself, even sometimes when I am falling asleep or in my sleep I come up with the weirdest hacks as to how to solve something. especially in periods where I am coding stuff. 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
700
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Posted - 2013.11.12 07:01:00 -
[164] - Quote
CCP WhiteNoiseTrash wrote:there is no sound when others around you warp. that would be a huge step up, if it was possible to hear other firing up.
Maybe not so useful in a battle where you would be zoomed out to the max, but say you have some more close range battle, like 10 km PVP or PVE. Someone warping, having a significant sound.
That would be awesome ! Perhaps in conjonction to a new warp effect more in line with eve trailers and sci-fi in general ? ( http://youtu.be/zDVEHE10nHc?t=1m59s )
Btw you should check this out, that's a player-made warp effect and I found the concept (and the sound) really good ! http://www.youtube.com/watch?v=xpOMc9ysuek G££ <= Me |
ViynlScratch Whooves
Cheerful Resentment
3
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Posted - 2013.11.12 09:11:00 -
[165] - Quote
Ohh, just thought. Instead of focusing audio only on your ship or camera, it would make more sense to have the sound focused on camera target (so if your lined up with a roid but 100km out you still hear the mining drones). This also seems like it would be easier to implement with how the sound is rendered at the moment?
Anyway many thanks
EDIT: These (hopefully) changes should be options so as not to force a change for the general player base who may not want the change |
Mhari Dson
Lazy Brothers Inc
79
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Posted - 2013.11.12 18:34:00 -
[166] - Quote
CCP WhiteNoiseTrash wrote:stoicfaux wrote:CCP WhiteNoiseTrash wrote: .. I ... have been daydreaming, but I think I found a solution to ... the ... voices
Uhm.... It happens a lot actually, walking home, talking to myself, even sometimes when I am falling asleep or in my sleep I come up with the weirdest hacks as to how to solve something. especially in periods where I am coding stuff.
If it works, that's what matters, even if you got it off the special message encoded in the strip miner beam. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
346
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Posted - 2013.11.13 11:26:00 -
[167] - Quote
Mhari Dson wrote:CCP WhiteNoiseTrash wrote:stoicfaux wrote:CCP WhiteNoiseTrash wrote: .. I ... have been daydreaming, but I think I found a solution to ... the ... voices
Uhm.... It happens a lot actually, walking home, talking to myself, even sometimes when I am falling asleep or in my sleep I come up with the weirdest hacks as to how to solve something. especially in periods where I am coding stuff. If it works, that's what matters, even if you got it off the special message encoded in the strip miner beam.
Speak to me with a friendly beam 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
346
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Posted - 2013.11.13 11:28:00 -
[168] - Quote
ViynlScratch Whooves wrote:Ohh, just thought. Instead of focusing audio only on your ship or camera, it would make more sense to have the sound focused on camera target (so if your lined up with a roid but 100km out you still hear the mining drones). This also seems like it would be easier to implement with how the sound is rendered at the moment?
Anyway many thanks
EDIT: These (hopefully) changes should be options so as not to force a change for the general player base who may not want the change
Theoretically yes, but having the microphone change game object like that all the time, could be a bit of a headache.
anyway, if we are putting in anything, which allows the moving of the microphone, I'm sure we will make it quite user customizable. 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
346
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Posted - 2013.11.13 16:00:00 -
[169] - Quote
Altrue wrote:CCP WhiteNoiseTrash wrote:there is no sound when others around you warp. that would be a huge step up, if it was possible to hear other firing up.
Maybe not so useful in a battle where you would be zoomed out to the max, but say you have some more close range battle, like 10 km PVP or PVE. Someone warping, having a significant sound. That would be awesome ! Perhaps in conjonction to a new warp effect more in line with eve trailers and sci-fi in general ? ( http://youtu.be/zDVEHE10nHc?t=1m59s ) Btw you should check this out, that's a player-made warp effect and I found the concept (and the sound) really good ! http://www.youtube.com/watch?v=xpOMc9ysuek
I don't get what you want to show with the first link.
The second link. we are discussing that, believe me. the effect of the sound is really awesome in this, but calling it good - it a different matter, it's clearly distorted because of the mix and doesn't seem to be so because of the original sound - so making it so, into the game is impossible. But you can have something similar.
It has made us discuss a whole new warp sequence, in particular when watching others going into warp. The warp sequence itself, for you - will get a smoother soundscape at some point, but that was just talked about the past few days.
When watching others warp, there is currently no sound, so an indicator that someone is now gone, is a good idea. depends on how much booming effect I can put into the sound engine, without making it a huge mess. 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
703
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Posted - 2013.11.13 16:17:00 -
[170] - Quote
CCP WhiteNoiseTrash wrote:I don't get what you want to show with the first link. The second link. we are discussing that, believe me. the effect of the sound is really awesome in this, but calling it good - it a different matter, it's clearly distorted because of the mix and doesn't seem to be so because of the original sound - so making it so, into the game is impossible. But you can have something similar. It has made us discuss a whole new warp sequence, in particular when watching others going into warp. The warp sequence itself, for you - will get a smoother soundscape at some point, but that was just talked about the past few days. When watching others warp, there is currently no sound, so an indicator that someone is now gone, is a good idea. depends on how much booming effect I can put into the sound engine, without making it a huge mess.
About the first link, I just wanted to show that Eve trailers are (were ?) promoting a warp with a much faster acceleration than what's currently in game, with a bonus sound effect. My point was to demonstrate that it would be cool to make the real game closer to what is in this trailer. I should have been more clear when linking this video, my apologies :)
Thanks for the feedback concerning the second link and your discussions in general, I think everybody here can agree that on this extension you've been very active with the playerbase and that's something precious. :)
Now I'll be eagerly waiting for updates concerning the warp effect (for self or on others) in the next weeks/months !
G££ <= Me |
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Bienator II
madmen of the skies
2172
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Posted - 2013.11.13 17:40:00 -
[171] - Quote
i am a big fan of the MJD where you see before the actual jump that the target is about to jump. The normal warp has also the acceleration part (if not already aligned) which isn't however represented by any graphics or sound effect for the observer.
http://www.youtube.com/watch?v=k0kswK2aI08 eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Altrue
Exploration Frontier inc
703
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Posted - 2013.11.13 21:30:00 -
[172] - Quote
I just tried the new MWD and AB sounds on sisi.
I'm a fan of the new (or previously-never-heard) AB sound, but the MWD sound is imho not matching the actual distortion roleplay lore thing.
Apart from that, these two sounds can almost only be heard if everything else is silent (it's better than before for the AB though ^^'), so the gameplay value that these sounds may have is negated by the fact that they are useless in fight situations.
There are still plenty of situations where you don't have combat sounds and yet you can heard prop modules, but a solution to hear these during fighting as an audio indication that the enemy has activated a prop module would be nice.
I'm of course not sure of the existence of an actual solution that would allow you to distinctly hear AB and MWD sounds in fight while still keeping them on a reasonable volume level... G££ <= Me |
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CCP WhiteNoiseTrash
C C P C C P Alliance
356
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Posted - 2013.11.13 22:50:00 -
[173] - Quote
Altrue wrote:CCP WhiteNoiseTrash wrote:I don't get what you want to show with the first link. The second link. we are discussing that, believe me. the effect of the sound is really awesome in this, but calling it good - it a different matter, it's clearly distorted because of the mix and doesn't seem to be so because of the original sound - so making it so, into the game is impossible. But you can have something similar. It has made us discuss a whole new warp sequence, in particular when watching others going into warp. The warp sequence itself, for you - will get a smoother soundscape at some point, but that was just talked about the past few days. When watching others warp, there is currently no sound, so an indicator that someone is now gone, is a good idea. depends on how much booming effect I can put into the sound engine, without making it a huge mess. About the first link, I just wanted to show that Eve trailers are (were ?) promoting a warp with a much faster acceleration than what's currently in game, with a bonus sound effect. My point was to demonstrate that it would be cool to make the real game closer to what is in this trailer. I should have been more clear when linking this video, my apologies :) Thanks for the feedback concerning the second link and your discussions in general, I think everybody here can agree that on this extension you've been very active with the playerbase and that's something precious. :) Now I'll be eagerly waiting for updates concerning the warp effect (for self or on others) in the next weeks/months !
ah yea- the first video / trailer is really nice, the problem here is that without a new visual, the sound can't change as much as I would like it, without completely making a new warp sound - and can you imagine the amount of roar I would get from the player base if that happened?
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
356
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Posted - 2013.11.13 22:52:00 -
[174] - Quote
Bienator II wrote:i am a big fan of the MJD where you see before the actual jump that the target is about to jump. The normal warp has also the acceleration part (if not already aligned) which isn't however represented by any graphics or sound effect for the observer. http://www.youtube.com/watch?v=k0kswK2aI08
That is correct. and I agrree. Thanks for liking the MJD ;) that was actually my first sound into the game that I concepted from scratch and put in. 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
356
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Posted - 2013.11.13 23:00:00 -
[175] - Quote
Altrue wrote:I just tried the new MWD and AB sounds on sisi.
I'm a fan of the new (or previously-never-heard) AB sound, but the MWD sound is imho not matching the actual distortion roleplay lore thing.
Apart from that, these two sounds can almost only be heard if everything else is silent (it's better than before for the AB though ^^'), so the gameplay value that these sounds may have is negated by the fact that they are useless in fight situations.
There are still plenty of situations where you don't have combat sounds and yet you can heard prop modules, but a solution to hear these during fighting as an audio indication that the enemy has activated a prop module would be nice.
I'm of course not sure of the existence of an actual solution that would allow you to distinctly hear AB and MWD sounds in fight while still keeping them on a reasonable volume level...
I fixed it. I don't know what went wrong for Odyssey when this went in, because it was supposed to be more like what I just changed it to again today. Ships now have louder boosters and AB and MWD sounds, (The AB sound was audible before - but that is one of the things I mean by that I don't know what went wrong in the process up to Odyssey, because it was supposed to be very clear and audible, as it should be of course)
Boosters, AB and MWD are now louder and but now even more so if you look straight at them and if you move around the ship, more silent. It was supposed to be like this, but I noticed that the effect of moving around the ship, wasn't very noticeable.
I'm not sure what the lore about the MWD should be? They are kind of useless on it's own, and the fact that some say you hear it when others show up, is a mystery to us - as we made it so that it's only your own ship that has audible booster effects like these. I have heard it myself, the sound when not firing up my own, but it always happened in situations where my profiling system was off, so I couldn't track it down where it came from. So some are either imagining things, including me, or something is buggy somewhere, but not always - which is the worst kind of bug. They went in for strictly aesthetic reasons and not really to be used in battle situations, I understand that they can be used in these situations, but to begin with it was just because "we could". and some things the director pointed at and said GO.
and yes, you are right - in a battle situation we would have a massive duplication problem. that can though be solved by just limiting the amount of audible sounds in the system, but then keeping track of every player in there will be pretty hard and let's say somebody leaves the scene of the crime again, then keeping track of what to re-activate will also be a pain. plus we only have ONE programmer on audio - alongside ONE audio designer, so sometimes we got a bit of a four hand when needing eight hands problem. If we could code like this: http://www.youtube.com/watch?v=wBX6cAtpkC8 (Notice my heavily hacked Dub-whatever-step'nbass in there :D) 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
704
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Posted - 2013.11.14 07:09:00 -
[176] - Quote
That's very clear, thank you !
And it was good to see the AT trailer again G££ <= Me |
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CCP WhiteNoiseTrash
C C P C C P Alliance
358
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Posted - 2013.11.14 16:54:00 -
[177] - Quote
So. Rubicon should be ready to be released in a few days.
anything from here on now, will be out for the point release instead. and god I'm tired 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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Nicen Jehr
Brave Newbies Inc. Brave Collective
282
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Posted - 2013.11.14 18:20:00 -
[178] - Quote
CCP WhiteNoiseTrash wrote:So. Rubicon should be ready to be released in a few days.
anything from here on now, will be out for the point release instead. and god I'm tired now.
go steal a slug of Fozzie's johnny walker imo, and good job o7 Little Things to improve GëíGïüGëí-á| My Little Things posts |
Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
56
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Posted - 2013.11.15 19:15:00 -
[179] - Quote
CCP WhiteNoiseTrash wrote:So. Rubicon should be ready to be released in a few days.
anything from here on now, will be out for the point release instead. and god I'm tired now.
Thanks lad. |
Altrue
Exploration Frontier inc
706
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Posted - 2013.11.15 23:03:00 -
[180] - Quote
Quote:Added sound for the disruption bubble In the patch note for Rubicon.
Which bubble are they talking about ? Because I tried with a small T2 and I didn't hear anything. G££ <= Me |
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