[QUOTE=UberMunchkin;44918623]I was messing around in Audacity earlier today, and I came up with some sort of siren that I believe would fit well with the whole harsh industrial tone the Combine have. Thoughts?
- [url=http://horobox.co.uk/u/Ubermunchkin_1401170849.mp3]Siren 1[/url]
- [url=http://horobox.co.uk/u/Ubermunchkin_1401172822.mp3]Siren 2[/url] - Less static-y, but would probably fit more for when the Citadel is first on alert.[/QUOTE]
Sounds like an Emergency Alert System beep. Is that what you sampled?
[QUOTE=UberMunchkin;44918623]I was messing around in Audacity earlier today, and I came up with some sort of siren that I believe would fit well with the whole harsh industrial tone the Combine have. Thoughts?
- [url=http://horobox.co.uk/u/Ubermunchkin_1401170849.mp3]Siren 1[/url]
- [url=http://horobox.co.uk/u/Ubermunchkin_1401172822.mp3]Siren 2[/url] - Less static-y, but would probably fit more for when the Citadel is first on alert.[/QUOTE]
It´s interesting
Half-Life 2: Enhancement Mod (V6)
Created by Community
[QUOTE=UberMunchkin;44918623]I was messing around in Audacity earlier today, and I came up with some sort of siren that I believe would fit well with the whole harsh industrial tone the Combine have. Thoughts?
- [url=http://horobox.co.uk/u/Ubermunchkin_1401170849.mp3]Siren 1[/url]
- [url=http://horobox.co.uk/u/Ubermunchkin_1401172822.mp3]Siren 2[/url] - Less static-y, but would probably fit more for when the Citadel is first on alert.[/QUOTE]
It is a little weak sounding but it also sounds too "down to Earth". The reason the Citadel alarm works so well is because it sounds alien. Its not like any alarms that we would regularly hear. It makes it all the more intimidating when we are not familiar with the sound. Honestly I don't think the alarm needs to be changed. It does what it should just fine.
most sounds are fine, especially the alerts. dont fuck with them
[QUOTE=ColossalSoft;44919126]Better question would be what kind of skills do you [I]not[/I] need?[/QUOTE]Yodeling. I'm pretty sure they don't need that.
It's not really a better question at all, now is it?
[QUOTE=DONOTWANT;44921497]Yodeling. I'm pretty sure they don't need that.
It's not really a better question at all, now is it?[/QUOTE]
When you mean it like "what do you already have covered by other people?", which he did, it [i]is[/i] a better question.
[QUOTE=DONOTWANT;44921497]Yodeling. I'm pretty sure they don't need that.
It's not really a better question at all, now is it?[/QUOTE]
if you take it literally no, of course it's not a better question, but you don't do that unless you are mentally deficient.
This whole enhancement mod is a collective consciousness ARG. The game may never come to actual fruition but it will live on as a collective idea inside all of us. In our minds it is real. And we'll keep refining every detail down to every bird and rock model before it is over.
[QUOTE=UberMunchkin;44925309]Well, seeing as there were discussions on stuff from the [url=http://horobox.co.uk/u/Ubermunchkin_1401269201.mp3]Alpha leak...[/url][/QUOTE]
Yodelling should have been a form of attack for Gordon in HL2.
[QUOTE=UberMunchkin;44925309]Well, seeing as there were discussions on stuff from the [url=http://horobox.co.uk/u/Ubermunchkin_1401269201.mp3]Alpha leak...[/url][/QUOTE]
reminds me of the alien assassin's tattle sound.
[quote=UberMunchkin]I was messing around in Audacity earlier today, and I came up with some sort of siren that I believe would fit well with the whole harsh industrial tone the Combine have. Thoughts?
- Siren 1
- Siren 2 - Less static-y, but would probably fit more for when the Citadel is first on alert.[/quote]
Frankly, I think that [URL="https://www.dropbox.com/s/c6i3e0czj5cbwpw/bridge_glow_lp_01.wav"]this[/URL] would make a good sound for the citadel alarm. It's the bridge_glow_lp_01.wav sound from portal 2.
[QUOTE=KaNe1310;44920656]most sounds are fine, especially the alerts. dont fuck with them[/QUOTE]
Don´t worry, but I´m changing the physics
[QUOTE=UberMunchkin;44918623]I was messing around in Audacity earlier today, and I came up with some sort of siren that I believe would fit well with the whole harsh industrial tone the Combine have. Thoughts?
- [url=http://horobox.co.uk/u/Ubermunchkin_1401170849.mp3]Siren 1[/url]
- [url=http://horobox.co.uk/u/Ubermunchkin_1401172822.mp3]Siren 2[/url] - Less static-y, but would probably fit more for when the Citadel is first on alert.[/QUOTE]
That strikes me as something that would fit Route Canal when the locks close.
[QUOTE=tehstrelok;44928022]Don´t worry, but I´m changing the physics[/QUOTE]
those are really the most important sounds to "refresh"
also I would recommend toning down the loudness or "sharpness" of each sound down too, if you have a metal shovel and you put it on some dirt it's not going to go BATINZZGG and make sparks
[editline]sd[/editline]
but then again, you can't really change what sounds play when you hit different parts of the environment easily can you?
[QUOTE=Marcolade;44925355]Yodelling should have been a form of attack for Gordon in HL2.[/QUOTE]
This could have been the audio for when he yodels.
[url]http://puu.sh/94YKZ/5b5a4fb24b.wav[/url]
[QUOTE=endorphinsam;44933022]
but then again, you can't really change what sounds play when you hit different parts of the environment easily can you?[/QUOTE]
Yes, you can outright replace the sound files, but you can also define new surfaceproperties last I checked, which I think we should do.
[QUOTE=glitchvid;44937074]Yes, you can outright replace the sound files, but you can also define new surfaceproperties last I checked, which I think we should do.[/QUOTE]
I think this should totally happen. no longer will hitting metal in mud make a loud metallic sound when it shouldn't. hooray!
unless that's not what you meant?
[QUOTE=endorphinsam;44937401]I think this should totally happen. no longer will hitting metal in mud make a loud metallic sound when it shouldn't. hooray!
unless that's not what you meant?[/QUOTE]
Currently Source uses a list of "surfaceproperties" that each have a set of properties and sounds. If you make a material, you then choose from that list of what it's most like (Have a brick wall? "$surfaceprop brick").
I don't know how complex these scripts can be, but I figure you can probably choke a lot more out of them than most source developers do: since I've only seen 1 developer that uses source change them so far.
[QUOTE=glitchvid;44939289]Currently Source uses a list of "surfaceproperties" that each have a set of properties and sounds. If you make a material, you then choose from that list of what it's most like (Have a brick wall? "$surfaceprop brick").
I don't know how complex these scripts can be, but I figure you can probably choke a lot more out of them than most source developers do: since I've only seen 1 developer that uses source change them so far.[/QUOTE]
would be great to be able to add sounds based on the surface and not just the object material, I´ve seen games tha thave that.
[QUOTE=glitchvid;44939289]Currently Source uses a list of "surfaceproperties" that each have a set of properties and sounds. If you make a material, you then choose from that list of what it's most like (Have a brick wall? "$surfaceprop brick").
I don't know how complex these scripts can be, but I figure you can probably choke a lot more out of them than most source developers do: since I've only seen 1 developer that uses source change them so far.[/QUOTE]
Also fairly certain with surfceprop you can define hit decals, so hitting mud could actually look like you hit mud.
[QUOTE=endorphinsam;44937401]no longer will hitting metal in mud make a loud metallic sound when it shouldn't. hooray![/QUOTE]
Reminds me of how in Fallout: New Vegas, the tumbleweeds would make loud metallic clanking sounds if you jumped on them.
Things like that irk me to no end for some reason.
[QUOTE=Butthurter;44945763]but im going to miss seeing concrete bullet holes forming on sands and grasses...[/QUOTE]
They should make it optional :v:
Sure, everything is optional, even making the mod is optional.
I have a couple of suggestions regarding the poison headcrabs:
Make the health recharging process that happens after being bitten by them vary in speed based on the difficulty level.
Furthermore, it would perhaps be interesting if on some of the difficulties the suit's anti-neurotoxin wouldn't recharge you back to the exact amount of health you had before being bitten. It could perhaps work in the following manner:
- On Easy, the suit recharges you back to the pre-bite health levels, just like in the vanilla HL2.
- On Normal, the suit recovers only 75% of your pre-bite health
- On Hard, the suit recovers only 50% of your pre-bite health.
These changes would make the poison headcrabs much more terrifying.
[QUOTE=juhana;44951424]
- On Easy, the suit recharges you back to the pre-bite health levels, just like in the vanilla HL2.
[/QUOTE]
no, it goes to your previous health - 10
[QUOTE=NixNax123;44951504]no, it goes to your previous health - 10[/QUOTE]
Thanks for the correction. To amend what I suggested earlier, you therefore would regain 50-100% of your previous health based on the difficulty, minus (at least on Easy) the additional bite damage you mentioned.
[QUOTE=juhana;44951424]I have a couple of suggestions regarding the poison headcrabs:
Make the health recharging process that happens after being bitten by them vary in speed based on the difficulty level.
Furthermore, it would perhaps be interesting if on some of the difficulties the suit's anti-neurotoxin wouldn't recharge you back to the exact amount of health you had before being bitten. It could perhaps work in the following manner:
- On Easy, the suit recharges you back to the pre-bite health levels, just like in the vanilla HL2.
- On Normal, the suit recovers only 75% of your pre-bite health
- On Hard, the suit recovers only 50% of your pre-bite health.
These changes would make the poison headcrabs much more terrifying.[/QUOTE]
Or nah.
This would make that one pit immediately after Ravenholm even more fucking annoying.
[QUOTE=gk99;44951774]Or nah.
This would make that one pit immediately after Ravenholm even more fucking annoying.[/QUOTE]
Never found it to be that way. I just stay on the catwalk (where they can't harm me), shoot the barrels, shoot any additional (particularly poison) headcrabs, jump to the collapsing stairs remnant and then to the catwalk near the exit where I then sprint.
I run the fuck out of the mineshaft before anything touches me.
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