• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
The RPG is perfect.
The shotgun pump sound doesn't seem right. As much as i didn't like the sound you had before in your last video, it was pretty much spot-on for a spas-12. [video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=WrawMKpTscs[/video] The rest of the sounds besides the explosions sound great, though.
I hate the poison headcrab. The squeals made it so much more recognizable. And made me think "oh shit" every time I heard it.
[QUOTE=FloaterTWO;41873855]The shotgun pump sound doesn't seem right. As much as i didn't like the sound you had before in your last video, it was pretty much spot-on for a spas-12. [video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=WrawMKpTscs[/video] The rest of the sounds besides the explosions sound great, though.[/QUOTE] Ho-ly shit, I didn't realise the SPAS' pump was actually that metallic. And I agree about the poison headcrab, it's too indistinct and if you're not paying enough attention, you might not realise it was there. And that sucks.
[QUOTE=lintz;41873963]Ho-ly shit, I didn't realise the SPAS' pump was actually that metallic. And I agree about the poison headcrab, it's too indistinct and if you're not paying enough attention, you might not realise it was there. And that sucks.[/QUOTE] It seems like the video is lacking a lot of the bass, light it has a low-pass filter on it (It's low pass, right ?)
High pass. Low pass would mean only the [B]low [/B]frequencies[B] pass[/B]ed through the filter.
[QUOTE=ColossalSoft;41873877]I hate the poison headcrab. The squeals made it so much more recognizable. And made me think "oh shit" every time I heard it.[/QUOTE] I tried to make it sound more... poisonous, like a snake, imo, these fit the default ratlling noise it makes when one of them spots you, or die, those remained default
[QUOTE=tehstrelok;41875537]I tried to make it sound more... poisonous, like a snake, imo, these fit the default ratlling noise it makes when one of them spots you, or die, those remained default[/QUOTE] IMO the default sounds are fine. I appreciate your intent, though.
The medical sounds remind me of Fallout stimpacks, with the fizzy soda fx
I like the sound of the mini medkits a lot, to kinda differentiate them a bit via sound, but I'd prefer the bigger ones to have the default sounds. Maybe it'd be a good idea to mix in a bit of the old sound into the new small medkit sound though? Poison headcrab sounds are interesting, but I feel the originals are too iconic to change them. I also kinda liked your old crowbar swing sound better, it just seemed to fit a bit more, but idk maybe I need to try it out ingame for myself. I like the new RPG quite a bit though, sounds more like a real RPG without losing its 'signature' sound from the original.
The health vials could be a shorter, quieter &/or higher-pitched version of the full-sized kit sounds. [QUOTE=tehstrelok;41873471]Ok, here it is, any suggestions on what should be different regarding the sounds?[/QUOTE]All of it. Seriously, the sounds might be well made, but they've lost all the charm the originals had. Everything sounds "crunchy". Try to make the sounds more like higher-quality & better-balanced versions of the originals, rather than completely starting over from scratch. The grenade should also follow the same logic for making sounds as props. It's just bad hearing a grenade land on grass with a metallic 'plink' sound.
I think the health vials need the default beep but a better foamy hiss sound like the one that's being used right now. [QUOTE=DONOTWANT;41876579] All of it.[/QUOTE] I disagree. He retained a hell of a lot of the identity of the original sounds with the exception of the explosion. I actually kinda think it should be done differently in the engine. Instead of the stereo track with the close sound in one channel and the distant one in the other, would it be possible to use two separate stereo tracks and switch/cross between them? I feel like the default explosion has the right spirit, but lacks a certain punch simply because both ears are getting the same waves. If the main explosion could be stereo and the distance could be stereo, maybe that'd clear the whole thing up.
[QUOTE=tehstrelok;41875537]I tried to make it sound more... poisonous, like a snake, imo, these fit the default ratlling noise it makes when one of them spots you, or die, those remained default[/QUOTE] You could always... Combine... The sounds. Combine. Because Half-Life.
Or track down the original animal sounds (I think it was a baboon) and use higher quality versions of the same sample. Ooooor you could ADD the rattle to the vocalizations like the clicking mixed with the moans the clickers make in The Last Of Us.
well, I´ll see what can be done about the explosions and the headcrab, hopefully, I´ll nail it as it was the case with the pistol shoot sound for instance, and will revert the gauss charge up to the tone it had in the previous video since nobody complained back then. OFF TOPIC In the mean time, I got some things I wanted to share, sargent99 is also a great animator, some time ago I helped him with audio and made a short preview syncing the sound with the anims [video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=NeAFzODpw2E[/video] [video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=AOZVPsMxXSM[/video] And if it´s ok, I wanted to showcase a little mod of my own, but for doom 3, is super moddable [url]http://doom3.gamebanana.com/skins/127873[/url]
I think the airboat gun is missing that "ping" the old one had, right now it just sounds like an MG42 rather than something using plasma or whatever it is
To be fair, the old airboat gun sound was ridiculous. It's currently doing time as the toolgun sound. Changing the sounds is a very difficult thing to do, given how long the originals have been around and how recognisable they are. The explosions have been altered too radically, I personally don't like the high pitched bit, and they sound far too powerful for hand grenades. I really like what you've done with the crowbar hits, although I don't think that will translate well to less squidgy targets. The rocket launcher is excellent, sounds like it's got some actual power behind it now. I think the SMG sounds too different; it honestly sounds like something out of COD to me, rather than a solid, reliable and disposable weapon. The AR2 on the other, that is just fucking gorgeous. You've kept the character of the weapon perfectly and made it far more interesting and imposing.
[QUOTE=tehstrelok;41877191]well, I´ll see what can be done about the explosions and the headcrab, hopefully, I´ll nail it as it was the case with the pistol shoot sound for instance, and will revert the gauss charge up to the tone it had in the previous video since nobody complained back then. OFF TOPIC In the mean time, I got some things I wanted to share, sargent99 is also a great animator, some time ago I helped him with audio and made a short preview syncing the sound with the anims [video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=NeAFzODpw2E[/video] [video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=AOZVPsMxXSM[/video] And if it´s ok, I wanted to showcase a little mod of my own, but for doom 3, is super moddable [url]http://doom3.gamebanana.com/skins/127873[/url][/QUOTE] Um, Strelok. I just wanted to point out that those anims were made by [URL="http://gamebanana.com/members/1281668"]SlaYeR5530[/URL] [editline]18th August 2013[/editline] [QUOTE=Snood_1990;41871212]Did you produce game-optimised versions of those? In their current state they aren't really ready for putting into a game. In terms of high poly versions they look great, though.[/QUOTE] All of them.
[QUOTE=sargent99;41880852]Um, Strelok. I just wanted to point out that those anims were made by [URL="http://gamebanana.com/members/1281668"]SlaYeR5530[/URL] [/QUOTE] .... I feel stupid now....
All of the foley and halthpack sounds are just great. The pistol, SMG, pulse rifle and crowbar all sound awesome too. The crossbow would be better if it didn't have that little 'whizz' sound on the end of it, as if a bullet was flying by your ear. Not a fan of the shotgun at all, it sounds really boxy and quite odd. And the explosions are far too hollywood for me, I much prefer more realistic sound explosions, but that's just me. Keep up the good word strelok, looking forward to see what you come up with next.
The poisonous headcrab lunge sound is just way too quiet compared to the original. The old sound just screams "Hey watch out, this guy can make your life miserable". Without the screech, it could bite much easier when you're not aware of it being near you. Otherwise the new sounds are fantastic, although I kinda miss the old Gauss cannon charge sound. Also watching the video made me realize how inconsistent the grenade draw animation is. Gordon pulls the pin on the draw animation, yet it doesn't explode a few seconds after. Will that be changed when you guys redo it so he pulls the pin right before actually throwing/cooking the grenade?
[QUOTE=robotnik185;41882561]The poisonous headcrab lunge sound is just way too quiet compared to the original. The old sound just screams "Hey watch out, this guy can make your life miserable". Without the screech, it could bite much easier when you're not aware of it being near you. Otherwise the new sounds are fantastic, although I kinda miss the old Gauss cannon charge sound. Also watching the video made me realize how inconsistent the grenade draw animation is. Gordon pulls the pin on the draw animation, yet it doesn't explode a few seconds after. Will that be changed when you guys redo it so he pulls the pin right before actually throwing/cooking the grenade?[/QUOTE] The pin isn't actually what makes the grenade explode, it's the handle that first the pin holds still and then your hand does. After you throw it and naturally let go, the handle will release and the grenade explodes a few seconds after. So if you hold the handle still the grenade wouldn't blow up after you take the pin off and you could even put the pin back in.
[QUOTE=sargent99;41880852]Um, Strelok. I just wanted to point out that those anims were made by SlaYeR5530 [/QUOTE] Then we need to get him involved in this mod. Honestly, I'm quite concerned about the weapon animations I... I actually could provide you some weapon textures. I'll have lots of free time for a while.
I Can now make new weapons for Half Life. [editline]19th August 2013[/editline] [QUOTE=tehstrelok;41881741].... I feel stupid now....[/QUOTE] :D
[QUOTE=sargent99;41890313]I Can now make new weapons for Half Life.[/QUOTE] I sent you a Steam invite so we can talk, unless you'd prefer FP or Gamebanana PMs?
[QUOTE=Fat-Corgi-Guy;41895381]I sent you a Steam invite so we can talk, unless you'd prefer FP or Gamebanana PMs?[/QUOTE] Ok,PM in GB
[QUOTE=Fat-Corgi-Guy;41895381]I sent you a Steam invite so we can talk, unless you'd prefer FP or Gamebanana PMs?[/QUOTE] I'll wait for you in Gamebanana :D
I would be drooling if someone were to rework this Parallax Map Shader to use in the HL2 Mod [URL="http://css.gamebanana.com/tuts/5932?vl[page]=5&mid=PostsList"]http://css.gamebanana.com/tuts/5932?vl[page]=5&mid=PostsList[/URL]
[QUOTE=SimplePlanz69;41906622]I would be drooling if someone were to rework this Parallax Map Shader to use in the HL2 Mod [URL="http://css.gamebanana.com/tuts/5932?vl[page]=5&mid=PostsList"]http://css.gamebanana.com/tuts/5932?vl[page]=5&mid=PostsList[/URL][/QUOTE] I know it exists for the Source Shader Editor (As I've made stuff for it before); but as I said last time about Parallax: [QUOTE=glitchvid;41844760]I don't think we will, It's a LOT of work to author a good looking parallax heightmap, and it's effect isn't too convincing: if anything it would be used on only specific things that it could help.[/QUOTE] No mesh displacement. [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/ktor_tiles_nodisplace_8b.png[/t] Mesh displacement [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/ktor_tiles_displace_8b.png[/t] This isn't parallax, but it's as close as I can get without authoring my own shader, and the effect isn't that good; it only looks good because the light properly reflects from the tile's angles: something which source already handles.
[QUOTE=glitchvid;41906980]No mesh displacement. [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/ktor_tiles_nodisplace_8b.png[/t] Mesh displacement [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/ktor_tiles_displace_8b.png[/t][/quote] I may just be blind, but I don't see a difference. Can someone help me spot it out? EDIT: Okay, sorry I asked for help.
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