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227f Footsteps bug/request

Posted: Fri Mar 26, 2010 4:53 am
by GcSkaarj
When I use some customs footsteps sounds, sometimes the standard Unreal footsteps sounds, can be heared instead the newer ones (I use all the slots)
Other bug is, I don't know if something about rebuild or BSP (because sometime before I doesn't had the problem there), is for example a wooden sound (used obviously on a wooden texture) can be heared when you walk on a stone themed texture, so it doesn't correspond there.

If it is possible, please try to add some of this requests:
- Increment the ammount of slots footsteps sounds from 4 to 8 or more
- Try to enable the "HitSound" feature when you landing on the texture.


Re: 227f Footsteps bug/request

Posted: Fri Mar 26, 2010 11:37 am
by Smirftsch
this problem is fixed for upcoming 227g already.

To increment it is possible, but it was difficult enough already to add sounds to fill the 4 slots, so I assume it won't be used very often if changed...

Hitsound...mmh...its hardly noticeable anyways, so I forgot that :P

Re: 227f Footsteps bug/request

Posted: Fri Mar 26, 2010 6:42 pm
by GreatEmerald
It's used in Unreal II and Wheel of Time to a good effect, so it might be worth it.

Re: 227f Footsteps bug/request

Posted: Fri Mar 26, 2010 8:29 pm
by Jâçkrâßßit
The more control the users have, the less work takes to get their final product (footstep sounds in this case) functioning correctly.  I would suggest a "number of slots" variable which lets the users choose how many slots they want for their own footstep sounds.  Is there really anything keeping 227 from doing that?

Re: 227f Footsteps bug/request

Posted: Sat Mar 27, 2010 12:46 am
by GcSkaarj
The more control the users have, the less work takes to get their final product (footstep sounds in this case) functioning correctly.  I would suggest a "number of slots" variable which lets the users choose how many slots they want for their own footstep sounds.  Is there really anything keeping 227 from doing that?
Indeed, for example I use some footsteps from UT2004 and for each materials are six different footsteps sounds (as you can imagine I must kick two of them) which makes the sound less monotone, and in Unreal 227, with 4 slots, you usually hear the same footstep sound repeat a lot of times.

The other thing is the hitsound, because most of the imported sounds from ut2004 sounds louder than the standard sounds form Unreal, (which is more intense and vivid) and when you are walking on, for example, rock and make a jump, you hear a very soft and low generic sound when you land.

And for the hitsound, if you don't have one, a good technique is pick one sound used in the texture and raise their "volumen" in a external program, and use that as a hitsound, that makes the game more realistic.

Re: 227f Footsteps bug/request

Posted: Sat Mar 27, 2010 4:48 am
by []KAOS[]Casey
I believe we can change the footstep sounds to a dynamic array and have that working flawlessly with an unlimited amount of steps. I'll check it out later.

Re: 227f Footsteps bug/request

Posted: Sat Mar 27, 2010 8:29 am
by .:..:
If you ask me, Texture should have an enum for surface type (Rock/Dirt/Glass/Meat/etc...) + a dynamic array for custom sound slots.

If there's no sound slots, it would use some hardcoded set of sounds to play for the surface type, also would make it possible to program projectiles interact differently on impact (like Razorblades wouldn't bounce off wood).

Re: 227f Footsteps bug/request

Posted: Sat Mar 27, 2010 1:12 pm
by GreatEmerald
If you ask me, Texture should have an enum for surface type (Rock/Dirt/Glass/Meat/etc...) + a dynamic array for custom sound slots.

If there's no sound slots, it would use some hardcoded set of sounds to play for the surface type, also would make it possible to program projectiles interact differently on impact (like Razorblades wouldn't bounce off wood).
+1 this. It would make sounds unified (of course, a choice of OSS/non-OSS sounds should be up to the user) and you could make nice mods with that, for example, a flamethrower could spawn fire particles on wood, steam on water and nothing on metal.

Re: 227f Footsteps bug/request

Posted: Sat Mar 27, 2010 6:44 pm
by Jâçkrâßßit
Foostep sounds Reloaded.  Maybe foostepsounds.uax will actually prove somewhat useful after this...

Re: 227f Footsteps bug/request

Posted: Sat Mar 27, 2010 7:22 pm
by unregistered
ex member

Re: 227f Footsteps bug/request

Posted: Sat Mar 27, 2010 11:40 pm
by GcSkaarj
I believe we can change the footstep sounds to a dynamic array and have that working flawlessly with an unlimited amount of steps. I'll check it out later.
Cool  

8-)
If you ask me, Texture should have an enum for surface type (Rock/Dirt/Glass/Meat/etc...) + a dynamic array for custom sound slots.

If there's no sound slots, it would use some hardcoded set of sounds to play for the surface type, also would make it possible to program projectiles interact differently on impact (like Razorblades wouldn't bounce off wood).
Yes it will be very realistic to have some working specific predefined properties  on the texture properties, somewhat like: TextureType: Wood (Stone, Metal etc), so for example in a wood texture the razorblade could do this:

Image

It will be awesome... And another thing that will be cool to is the "friction" properties that doesn't work, I mean, if the material type is for example, snow, the friction wil be 2 (1 is standard), but if it is ice it will be 0.5, so is something like that in snow the player will walk a little slow (like real snow), and in the ice the player will slip.

And what do you think about the hitsound? Is there a possibility to add this feature?

Re: 227f Footsteps bug/request

Posted: Sun Mar 28, 2010 1:36 am
by unregistered
ex member

Re: 227f Footsteps bug/request

Posted: Sun Mar 28, 2010 1:42 am
by GcSkaarj
I think that dynamic zoneinfo can simulate per surface properties. Since it can be used to create water without making a zone, I guess it can also change friction in the same way.
Mmm, for the moment I don't know if that will work, but is a lot more complex than changing a parameter... And especially if there is a "multifloor" room, is very complex to do the zoneinfo process for each.
So, if you put the friction parameter in the texture browser, and save it, you will forget to adjust that forever.