[QUOTE=Zadrave;34138072]I think he means small like
Fixed localization files[/QUOTE]
Feliz Navidad!
[QUOTE=Katatonic717;34138113]I think those robots will be made to use as separate player models for bots to easily differentiate them from human players.[/QUOTE]
I'd love that, and it's very doable by just using skins 5 and 6. The robots wouldn't need new models or Uber textures, so just adding them as 2 new skins to the base class models would just require them to make the texture and make it work in code.
The bot gibs already exist anyway, they might as well use them.
And also they've been playing around with voice filters, so maybe the robots will have a Glados-esque filter over the voices.
I was thinking today about the "next Demoman set we're looking at is explosion based" and I wonder where that ever ended up or what it even looked like.
There's no such set on the Workshop that was created around the time of the Uber update, so I think the set is lost to the sands of time like Garden Pyro and that Medicine set.
[QUOTE=ned_ballad;34138243]I was thinking today about the "next Demoman set we're looking at is explosion based" and I wonder where that ever ended up or what it even looked like.
There's no such set on the Workshop that was created around the time of the Uber update, so I think the set is lost to the sands of time like Garden Pyro and that Medicine set.[/QUOTE]
There is that Pirate Demoman set with Grenade and Sticky launchers.
[QUOTE=Sharc;34138342]There is that Pirate Demoman set with Grenade and Sticky launchers.[/QUOTE]
yep, that's a nice set, but I don't think it's old enough that it would have been the set they were talking about.
Only other explosive Demoman weapons that come to mind are Elbagast's Highland Howitzer (though doesn't have a pack as far as I know of) and that one Minelayer/Minesweeper (can't remember if it came with a pack though)
How long do you think it will be until the next "Meet the" video?
At the moment [I]Meet the Medic[/I] is sitting pretty at 8.7 million views on youtube, one would think that would light a fire under the animation team.
Meet the Pyro is apparently past the block that caused Meet the Medic to take so long, so I think maybe 2 or 3 months.
I thought I heard something about the animation team being moved over to do Dota2 shorts (I'd hope not before Meet the Pyro is finished though)
probably, but they managed to squeak out Meet the Medic while they were also making the Cave Johnson Portal 2 short videos.
And Meet the Pyro doesn't require an extremely busy voice actor to find the time to record a lot of new lines.
they don't seem to be recycling animations at all
If they are, they're doing a good job of recycling them, because I haven't noticed.
[QUOTE=ned_ballad;34144530]probably, but they managed to squeak out Meet the Medic while they were also making the Cave Johnson Portal 2 short videos.
And Meet the Pyro doesn't require an extremely busy voice actor to find the time to record a lot of new lines.[/QUOTE]
Looks like his voice actor has been at Valve offices recently and already recorded some new things for Pyro and Spy (not necessarily for Meet the Pyro yet, but who knows?)
pleeeeeaaaassseeee let those recordings be Mr Freeze puns for the Spy-cicle
[QUOTE=Sharc;34144839]Looks like his voice actor has been at Valve offices recently and already recorded some new things for Pyro and Spy (not necessarily for Meet the Pyro yet, but who knows?)[/QUOTE]
Slap my [I]HAND[/I]
[QUOTE=Captain Chalky;34145101]On Heavy kill: "What killed the dinosaurs? [B]The ice age![/B]"[/QUOTE]
[video=youtube;SRH-Ywpz1_I]http://www.youtube.com/watch?v=SRH-Ywpz1_I[/video]
[QUOTE=Sharc;34144839]Looks like his voice actor has been at Valve offices recently and already recorded some new things for Pyro and Spy (not necessarily for Meet the Pyro yet, but who knows?)[/QUOTE]
Not to be rude, but where did you find this?
[QUOTE=ned_ballad;34137351]he said stuff about reading.... and uh how he doesn't want to read now. Something like that anywho.[/QUOTE]
Well shugo has tried to email them about the sounds
twice.
and nothing.
Gonna talk to shugo about this and hopefully put up a fix for everything.
the thing with the Machina and Overdose is that the sounds are coded properly. Everything is set up to work.
For some reason, independent of the schema or weapon sound script, the sounds do not play properly.
It's actually a legit bug, which might effect future weapons unless it's fixed. I'm hoping going with the "it's a bug" angle might actually mean it gets fixed.
For, I'd say 75%, of the unused sounds are already hooked up in the weapon sound script. They only lack a connection to the schema to actually work (which is something only Valve can do). Adding the custom spinning knife draw sound, for example, is as simple as adding "sound_deploy" "Icicle.Draw" to every spinning knife attributes
I also noticed there's a built in pitch-change attribute for the weapon sounds in the script. It might be possible that some sounds work just fine with a simple pitch change, meaning you and Shugo wouldn't have to make new sounds and Valve wouldn't have to ship new sounds, it would be done all with code. This is already used for the Mini-Sentry, Pyro's Sleigh Bell misc, and Engineer's bug set.
I was mostly thinking this would work best for melee weapons, where something like the Basher could use a higher pitch version of the Eviction Notice sounds. Or the Frontier Justice could be set as a lower pitch shotgun.
[QUOTE=ned_ballad;34146096]the thing with the Machina and Overdose is that the sounds are coded properly. Everything is set up to work.
For some reason, independent of the schema or weapon sound script, the sounds do not play properly.
It's actually a legit bug, which might effect future weapons unless it's fixed. I'm hoping going with the "it's a bug" angle might actually mean it gets fixed.
For, I'd say 75%, of the unused sounds are already hooked up in the weapon sound script. They only lack a connection to the schema to actually work (which is something only Valve can do). Adding the custom spinning knife draw sound, for example, is as simple as adding "sound_deploy" "Icicle.Draw" to every spinning knife attributes
I also noticed there's a built in pitch-change attribute for the weapon sounds in the script. It might be possible that some sounds work just fine with a simple pitch change, meaning you and Shugo wouldn't have to make new sounds and Valve wouldn't have to ship new sounds, it would be done all with code. This is already used for the Mini-Sentry, Pyro's Sleigh Bell misc, and Engineer's bug set.
I was mostly thinking this would work best for melee weapons, where something like the Basher could use a higher pitch version of the Eviction Notice sounds. Or the Frontier Justice could be set as a lower pitch shotgun.[/QUOTE]
that's a lazy way out and you should be ashamed Ned.
Incase you were wondering, that's what the fix would be and Shugo's job. Just patching up loose ends that exist already.
My job is to make new sounds for things that have none, mainly guns such as FJ, Winger etc.
I have only made 2 sets of sounds that are melee, Solemn Vow & Warrior's Spirit.
It might be lazy, but I think Valve would be more likely to ship sounds to weapons that don't really need them (like the Skullcutter) if it was merely a pitch change.
Sounds take up a decent amount of space, especially Wav files.
Anyway, Shugo might have some problems implementing the Bootlegger sounds (or any other custom footsteps). I'm not sure where those are handled, but it doesn't look like they're handled in the weapon sounds.
Now if I were Valve, I would make a new attribute for custom footstep sounds that takes a sound script as a parameter. That way in the schema I could just pass the sound script as a parameter in the universal footstep attribute, rather than the weird "make a specific script for each footstep sound" method it appears they use now.
[QUOTE=Erfly;34145599]Not to be rude, but where did you find this?[/QUOTE]
The new Pyro and Spy lines. v:v:v
[QUOTE=Sharc;34146505]The new Pyro and Spy lines. v:v:v[/QUOTE]
Oh, I thought it was something else besides though. I think he just made those as he was called in for the kill me line.
[QUOTE=ned_ballad;34146360]It might be lazy, but I think Valve would be more likely to ship sounds to weapons that don't really need them (like the Skullcutter) if it was merely a pitch change.
Sounds take up a decent amount of space, especially Wav files.
Anyway, Shugo might have some problems implementing the Bootlegger sounds (or any other custom footsteps). I'm not sure where those are handled, but it doesn't look like they're handled in the weapon sounds.
Now if I were Valve, I would make a new attribute for custom footstep sounds that takes a sound script as a parameter. That way in the schema I could just pass the sound script as a parameter in the universal footstep attribute, rather than the weird "make a specific script for each footstep sound" method it appears they use now.[/QUOTE]
He said he knows a way to do it.
I'm getting really bored in these slow news days...
I wish they'd throw us a bone or at least some kind of update. There hasn't even been any hints of new promo items or anything.
[QUOTE=ned_ballad;34160268]I'm getting really bored in these slow news days...
I wish they'd throw us a boner or at least some kind of update. There hasn't even been any hints of new promo items or anything.[/QUOTE]
Maybe they are preapring something huge.
You think Valve would allow someone to submit a schema?
Like if I went through and did some of the work for them, making certain items paintable (the ones that already have textures), fixing items that fall off of the player, adding some sound effects, etc.
I know how to read the schema and write the proper commands for those things, but I'm just wondering if it's worth the effort. Psychopath and I were talking about it awhile ago, and I've recently gotten much better at reading and understanding the elements of the schema.
[QUOTE=Constructor;34160280]Maybe they are preapring something huge.[/QUOTE] It's been 11 days sine a "major update" man.
we need more promos!!11!
(actually promo items have been pretty high quality lately, more stuff like the Sharp Dresser would be fine by me)
[QUOTE=ned_ballad;34160971]we need more promos!!11!
(actually promo items have been pretty high quality lately, more stuff like the Sharp Dresser would be fine by me)[/QUOTE]
While I really like the idea behind the sharp dresser, the animation for it is really quite Half-Assed.
If they're going to make weapons that require new animations they should hire a professional animator, none of the new animations have been quality work.
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